Event Tick Usage
Flags expensive work running on Event Tick or other per-frame execution paths.
Blueprint Health Analyzer currently ships with 13 built-in rules across Blueprint, Material, Asset, Niagara, and Rendering categories. Full visual write-ups are being added rule by rule; until then, each rule page still resolves and shows its current scope and documentation status.
Flags expensive work running on Event Tick or other per-frame execution paths.
Detects Blueprint references that load large dependency chains into memory.
Surfaces Blueprint graphs whose size and structure are becoming hard to maintain.
Highlights dynamic casts that create fragile dependencies or load-heavy Blueprint chains.
Detects GetAllActors queries in hot paths such as Tick, loops, and tight timers.
Warns when material instruction counts exceed sustainable runtime budgets.
Tracks static switch explosion and shader permutation growth in materials.
Reports materials whose texture sampling cost is likely to impact frame time.
Finds content that appears unreferenced and may be safe to remove or archive.
Checks texture size, mipmaps, compression, and other budget-affecting settings.
Flags mesh assets with LOD, triangle budget, or Nanite configuration problems.
Highlights Niagara systems whose GPU, collision, or fixed-bounds settings need review.
Reviews project-wide rendering settings such as Lumen, VSM, and Nanite combinations.
Today, the plugin exposes threshold and scan-scope configuration. Per-rule enable/disable, severity overrides, and persistent allowlists are planned v1.1 work, not shipped behavior yet.