MP_Utility
Technologies Used
Plugin Info
Redundant boilerplate code and unoptimized helper functions slowly degrade compilation speeds and runtime performance in large-scale Unreal Engine codebases. MP_Utility was engineered as a foundational layer to eliminate this architectural friction. It operates as a strictly static C++ library, meaning its functions execute with zero runtime footprint or memory allocation overhead.
A core focus of this framework is extreme build speed integrity. The library enforces strict Include-What-You-Use (IWYU) compliance and Non-Unity build architecture. Headers are aggressively minimized, utilizing forward declarations wherever possible to ensure that including a string-manipulation or math helper does not trigger a massive recompilation cascade across the project.
Beyond raw C++ optimization, the framework extends into the Unreal Editor environment. It leverages the Editor Scripting API to provide custom Blutilities and validation tools. These extensions automate repetitive level design tasks, audit asset naming conventions, and provide diagnostic overlays that allow systems engineers to track performance bottlenecks directly within the editor viewport, drastically accelerating iterative development loops.
Core Capabilities
Strictly static C++ library architecture ensuring zero runtime footprint
Rigorous IWYU compliance and minimized header inclusion chains
Custom Editor Scripting extensions to automate level design asset placement
In-viewport diagnostic overlays for real-time performance and memory tracking
Optimized container, string, and mathematical helper functions
Non-Unity build architecture to guarantee standalone file compilation integrity
Architectural Implementation
01Static Compilation & IWYU Compliance
Architected the module to utilize pure static function libraries with aggressive forward declaration. This limits the header inclusion footprint, preserving rapid iteration times in large enterprise codebases.
02Editor API Abstraction
Utilized Unreal's Editor Subsystem and Scripting APIs to expose complex C++ automation routines directly to the editor UI, decoupling production tooling from runtime game logic.
Plugin Specifications
Compatibility Matrix
Dependencies
Current State & Next Milestones
- Expanding the scope of the Editor automation scripts for mass asset modification
- Refining the real-time diagnostic overlay rendering within the active viewport
- Ensuring continuous integration testing across Non-Unity build environments