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BPVM Snack Pack #15 - Optimizations: Making Your Blueprint Faster

The compiler doesn't just translate your nodes - it optimizes them! Learn about the clever tricks that make your compiled Blueprint run faster.

BPVM Snack Pack #15 - Optimizations: Making Your Blueprint Faster

The content in this post is based on Unreal Engine 5.6.0

BPVM Snack Pack - Quick Blueprint knowledge drops! Part of the Blueprint to Bytecode series.

The Optimization Phase

After scheduling but before bytecode generation, the compiler optimizes your statements:

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void PostcompileFunction(Context) {
    Context.ResolveStatements();  // Optimization happens here!

    // Inside ResolveStatements:
    FinalSortLinearExecList();    // Re-order for efficiency
    ResolveGoToFixups();          // Fix jump targets
    MergeAdjacentStates();        // Combine operations
}

Your code gets faster without you doing anything!

Optimization #1: Merge Adjacent States

Remove redundant push/pop operations:

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// Before optimization
PushState(Label_A)
PopState()
PushState(Label_B)

// After optimization
PushState(Label_B)  // First two removed!

Why it matters: Flow stack operations are expensive. Fewer = faster!

Optimization #2: Remove Redundant Jumps

Eliminate useless jumps:

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// Before
Goto Label_A
Label_A:  // Jump target right here!
DoSomething()

// After
DoSomething()  // Jump removed!

Why it matters: Every jump has overhead. No jump = instant execution!

Optimization #3: Dead Code Elimination

Remove code that never runs:

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// Before
Return
CallFunction()  // Never reached!
SetVariable()   // Never reached!

// After
Return  // Everything after removed!

Why it matters: Why generate bytecode that never executes?

Optimization #4: Constant Folding

Pre-calculate constant expressions:

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// Before
Result = 5 + 10 + 15

// After
Result = 30  // Calculated at compile time!

Why it matters: Why waste CPU cycles on math you already know?

Optimization #5: Jump Chain Collapsing

Simplify jump chains:

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// Before
JumpIfFalse Label_A
Label_A: Jump Label_B
Label_B: Jump Label_C
Label_C: DoSomething()

// After
JumpIfFalse Label_C  // Direct jump!
DoSomething()

Why it matters: Each jump takes time. One jump instead of three!

Optimization #6: Flow Stack vs Direct Return

Choose the faster path:

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// Complex flow (needs flow stack)
BeginPlay  Branch
    True  DoA  EndOfThread
    False  DoB  EndOfThread

// Simple flow (direct return)
BeginPlay  DoSimpleStuff  Return  // No flow stack!

Why it matters: Flow stack management is slow. Direct return is fast!

The MergeAdjacentStates Algorithm

This is the most impactful optimization:

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void MergeAdjacentStates() {
    for (int i = 0; i < Statements.Num(); i++) {
        Statement* Current = Statements[i];
        Statement* Next = Statements[i+1];

        // Pattern: Push then Pop
        if (Current->Type == KCST_PushState &&
            Next->Type == KCST_EndOfThread) {
            // Remove both!
            Statements.RemoveAt(i, 2);
            i--;
        }

        // Pattern: Jump to next statement
        if (Current->Type == KCST_UnconditionalGoto &&
            Current->TargetLabel == Next->Label) {
            // Remove jump!
            Statements.RemoveAt(i);
            i--;
        }
    }
}

Real-World Impact

Before optimization:

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15 statements
8 jumps
4 flow stack operations
Bytecode size: 512 bytes

After optimization:

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10 statements  (33% fewer!)
3 jumps        (62% fewer!)
1 flow stack operation (75% fewer!)
Bytecode size: 320 bytes (37% smaller!)

Result: Faster execution AND smaller memory footprint!

Pure Node Optimization

Pure nodes get special treatment:

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// If output never used
GetRandomFloat()  // REMOVED!

// If output used once
GetRandomFloat()  Add  Print
// All inlined together!

Why it matters: Don’t compute values nobody needs!

Branch Prediction Hints

The compiler tries to optimize branches:

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// Most common pattern
if (IsValid()) {  // Likely true
    DoStuff();
} else {  // Rarely happens
    HandleError();
}

// Compiler arranges:
CheckIsValid()
JumpIfFalse Error_Label  // Unlikely jump
DoStuff()
Jump End_Label
Error_Label: HandleError()  // Cold code
End_Label:

Why it matters: CPU branch prediction works better!

Optimization Limits

Some things can’t be optimized:

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// Can't optimize external calls
CallBlueprintFunction()  // Unknown behavior

// Can't optimize dynamic casts
Cast<AMyActor>(GetActor())  // Runtime check

// Can't optimize user-facing debug sites
BreakPoint()  // Must preserve for debugging!

The Performance Impact

Typical optimization gains:

  • 10-20% faster execution
  • 20-30% smaller bytecode
  • Fewer VM overhead operations
  • Better cache locality

Not dramatic, but completely free!

Quick Takeaway

  • Compiler automatically optimizes your Blueprint
  • MergeAdjacentStates removes redundant flow operations
  • Jump elimination makes control flow faster
  • Dead code removal shrinks bytecode size
  • Constant folding pre-calculates known values
  • Typical gain: 10-20% faster, 20-30% smaller
  • You get these benefits for free!

The Silent Optimizer

Next time you compile a Blueprint, remember that the compiler isn’t just translating your nodes - it’s actively making them faster. It’s like having an expert programmer review and optimize every function you write, automatically!

Want More Details?

For complete optimization breakdown:

Next: Learning to read the actual bytecode!


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This post is licensed under CC BY 4.0 by the author.