It's understandable that Unreal needs to touch a lot of files when starting the editor. But what if I told you that more than 5500 of those files are not needed for the editor to start at all and are just adding multiple seconds to the editor launch time?
Let's fix this!
#UE5 #gamedev
https://larstofus.com/2025/09/27/speeding-up-the-unreal-editor-launch-by-not-opening-5500-files/
Speeding up the Unreal Editor launch by … not opening 5500 files?

In my last article I wrote about some tooltip optimization to reduce the start time of the Unreal Editor by 2-5 seconds. Turns out people do really care about their editor start time. So much that …

Larst Of Us

@LarsThiessen Excellent work! (also, I see @superluminal screenshots, I like :))

I suspect finding and fixing these types of small slowdowns can be a fulltime job at this scale. My last several years at Unity were similar, but it is an uphill battle. Yes you find a ton of small inefficiencies all the time, and they are easily fixable. The problem is, there are several hundred people sometimes adding *new* inefficiencies.

@aras @LarsThiessen @superluminal then again the "source available" nature of Unreal means there are potentially also more people looking at and fixing them. (That, and the average developer at Epic and even the average user of Unreal is much more technical than at Unity.)
@sschoener @LarsThiessen @superluminal Yeah, source availability is… well, I think you know my opinion on what Unity should do (or should have done)