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Speeding up Unreal Editor launch by not spawning unused tooltips

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Re: Speeding up Unreal Editor launch by not spawning unused tooltips

#12
post #9

Don't have access to read the code, but I think ideally there should be only one instance created at startup, right?

At most one instance at start up. Asynchronous creation or lazy creation on first use are two other potential options. Speaking generally, not Unreal-specific.

Re: Speeding up Unreal Editor launch by not spawning unused tooltips

#13

This reminded me, I saw tooltips being a large chunk when I profiled my react app. I should go and check that. Similarly, adding a modal like this {isOpen && } instead of Seems to make the app smoother the more models we had. Rendering the UI (not downloading the code, this is still part of the bundle) only when you need it seems to be a low hanging fruit for optimizing performance.

That breaks the out transition.

Re: Speeding up Unreal Editor launch by not spawning unused tooltips

#14
post #13

This reminded me, I saw tooltips being a large chunk when I profiled my react app. I should go and check that. Similarly, adding a modal like this {isOpen && } instead of Seems to make the app smoother the more models we had. Rendering the UI (not downloading the code, this is still part of the bundle) only when you need it seems to be a low hanging fruit for optimizing performance.

That breaks the out transition.

So, win-win? I want a modal to get out of the way as fast as possible, any fade/transition animations are keeping me from what I want to look at. :)

Re: Speeding up Unreal Editor launch by not spawning unused tooltips

#15
post #13

This reminded me, I saw tooltips being a large chunk when I profiled my react app. I should go and check that. Similarly, adding a modal like this {isOpen && } instead of Seems to make the app smoother the more models we had. Rendering the UI (not downloading the code, this is still part of the bundle) only when you need it seems to be a low hanging fruit for optimizing performance.

That breaks the out transition.

Unless you set `isOpen` only when the transition has ended

Re: Speeding up Unreal Editor launch by not spawning unused tooltips

#16
I once made the mistake to buy some sound effects from Fab, I had to download the entire Unreal Engine and start it to create a project to then import the assets..

It took the whole afternoon

It's no wonder UE5 games have the reputation of being poorly optimized, you need an insane machine only just to run the editor..

State of the art graphics pipeline, but webdev level of bloat when it comes to software.. I'd even argue electron is a smoother experience tan Unreal Engine Editor

Insanity

Re: Speeding up Unreal Editor launch by not spawning unused tooltips

#17
post #7

This is one scenario where IMGUI approaches have a small win, even if it's by accident - since GUI elements are constructed on demand in immediate mode, invisible/unused elements won't have tooltip setup run, and the tooltip setup code will probably only run for the control that's showing a tooltip. (Depending on your IMGUI API you might be setting tooltip text in advance as a constant on every visible control, but t…

How does this compare to React-like approach (React, Flutter, SwiftUI)?

It seems like those libraries do what IMGUI do, but more structured.

Re: Speeding up Unreal Editor launch by not spawning unused tooltips

#19

I once made the mistake to buy some sound effects from Fab, I had to download the entire Unreal Engine and start it to create a project to then import the assets.. It took the whole afternoon It's no wonder UE5 games have the reputation of being poorly optimized, you need an insane machine only just to run the editor.. State of the art graphics pipeline, but webdev level of bloat when it comes to software.. I'd even…

Yet it is the engine dominating the industry and beloved by artists of all kinds.

To get UE games that run well you either need your own engine team to optimise it or you drop all fancy new features.

Re: Speeding up Unreal Editor launch by not spawning unused tooltips

#20

This reminded me, I saw tooltips being a large chunk when I profiled my react app. I should go and check that. Similarly, adding a modal like this {isOpen && } instead of Seems to make the app smoother the more models we had. Rendering the UI (not downloading the code, this is still part of the bundle) only when you need it seems to be a low hanging fruit for optimizing performance.

Alternatively, how many modals can be open at any given time? And is it a floating element? May be an option to make it a global single instance thing then, set the content when needed. Allows for in/out transitions, too, as another commenter pointed out. See also "Portals" in React.
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