Guide 01
Slow editor FPS with Lumen and Nanite
Viewport hitching often comes from high-quality lighting and dense Nanite scenes left on while you iterate. Lower the editor path first; leave shipping scalability for package profiles.
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1
Confirm the bottleneck
Press Ctrl+Shift+, (or open the console with ~) and check
stat unit/stat gpu. Note whether Game, Draw, or GPU dominates. -
2
Drop viewport scalability while editing
Use the viewport Scalability shortcut (or Editor Preferences) and set a Medium or Low preview. Avoid editing with Epic quality and ray-traced-looking Lumen settings on a laptop GPU.
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3
Tune Lumen for the editor
In Project Settings, search Lumen. Prefer Software Ray Tracing for daily work if Hardware Ray Tracing is unstable. Reduce Final Gather quality and reflection resolution for the editor-only path when needed.
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4
Contain Nanite cost
Hide unused Nanite layers, use levels or World Partition loading ranges, and avoid opening every high-poly set in one viewport. Temporary wireframe or unlit views help isolate mesh density issues.
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5
Restart with a clean Derived Data Cache path
If hitching spikes after plugin or engine upgrades, clear or relocate DDC to a fast local SSD. Network DDC stalls look like “engine lag” even when GPU load is low.
Warning
Do not permanently disable Nanite or Lumen in a shipping config just to “fix” the editor. Keep editor scalability separate from packaged quality so playable builds stay consistent.