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The UI Radar Fix: A heavy radar system was scanning world actors and redrawing UI dots every single Tick, destroying FPS. I restructured the logic to spawn elements only once and update positions efficiently, eliminating per-frame existence checks.
Advanced Time-Slicing: A massive 3D system was causing huge FPS spikes (sudden freezes) whenever it activated. The CPU was overloaded for a fraction of a second. I implemented advanced time-slicing to distribute this heavy workload evenly across multiple frames. The result? The exact same functionality, but perfectly smooth frame times with zero stuttering or lag spikes.
Unreal Engine Asset Dev
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