Vite Documentation Help

Engine Systems

This document outlines the specifics of deactivating unnecessary or redundant sections of the Unreal Engine codebase. Its purpose is to track and document all modifications that alter default UE behavior, specifically those made for optimization, performance improvements, and engine feature debloating.

Changes to Default Settings

Runtime changes

Skeletal Meshes Optimized Config as Default

SkeletalMeshesOptimizedConfig.png

OverlapEvents disabled by default for Primitive Component

OverlapEventsDisabled.png

Optimized Actor runtime, *Important READ

OptimizedActorRuntime.png

Scalability Ini Settings

Shadow Quality 4 is now in use for Mid Shadoe Setting · GapingPixel/UE5-PhysX-Vite@1718cd6

Disabled Plugins

Disabled More Plugins, VR needs to be enabled · GapingPixel/UE5-PhysX-Vite@e9aebc2
Disabled More Default Plugins · GapingPixel/UE5-PhysX-Vite@6c5948b

Misc Changes

Generate LightmapUVs has been disabled by default
Better defaults · GapingPixel/UE5-PhysX-Vite@acce6fb
Safe Backports · GapingPixel/UE5-PhysX-Vite@fe7a6f4
Backport: AlwaysOpenAnimationAssetsInNewTab · GapingPixel/UE5-PhysX-Vite@8bdae91
Add config var to disable ShowNewPluginsPopup · GapingPixel/UE5-PhysX-Vite@9af0349
bDisableAllTutorialAlerts=True · GapingPixel/UE5-PhysX-Vite@d9fd593

Optional Debloat

From here and on, these refer to optional things that can be deactivated but that cannot be deactivated at the Fork-Release Branch for compatibility reasons.

Vite Plugin Removal:

Removing the added plugins would improve compile times somewhat (houdini is the largest). Compile times on my Ryzen 9 9950x3d are: Full Repo 15min, No Vite Plugins 12min

VitePlugins.png

Engine Tick systems optimization

SpeedTree Tick:

UE5-PhysX-Vite/Engine/Source/Runtime/Engine/Private/LevelTick.cpp at 3e4a16aa89de4f4c37da300c945d6a14dc62edd7 · GapingPixel/UE5-PhysX-Vite

SpeedTreeTick.png

Niagara Tick:

Niagara Tick can be deactivated by disabling the plugin at the project level.

Default Settings Changes:

SkeletalMeshComponent:

bAllowClothActors = true; bPostEvaluatingAnimation = false; bAllowAnimCurveEvaluation = true; bDisablePostProcessBlueprint = false; // By default enable overlaps when blending physics - user can disable if they are sure it's unnecessary bUpdateOverlapsOnAnimationFinalize = true; bPropagateCurvesToSlaves = false; bSkipKinematicUpdateWhenInterpolating = false; bSkipBoundsUpdateWhenInterpolating = false;
SkeletalMeshDefault.png

Console Commands

GEngine->Exec(nullptr, TEXT("r.RayTracing.Culling.UseMinDrawDistance 1"));

From: RT Culling Optimization: Use MinDrawDistance in ray tracing cullling · GapingPixel/UE5-PhysX-Vite@595f376

13 January 2026