Rescuing a legacy UE4 project
Restoring an old, undocumented Unreal Engine 4 VR project — builds from 8 hours to 1.5, GPU load down 60%, and a smooth 90 fps.
Media in production
Rescuing a legacy UE4 project
Client work · described generically, without client names or footage
The challenge
During my industrial placement year at SeedVR I took on an old, undocumented Unreal Engine 4 project: an asymmetric VR incident-commander training application for fire services across the UK. One user worked on a computer and the other wore a PC-tethered headset, first an Oculus CV1, later an Oculus Rift S and the original Oculus Quest.
It had started life as a student project, and the job was to turn it into a viable commercial product. Builds took 8 hours.
My approach
- Build time. The editor was throwing 200–300 errors during the build. Tackling every one of them is what brought the build time down.
- Performance. I used UE4’s performance overlays and profilers to narrow the weak performance down to the GPU. Digging further revealed a few very expensive shaders and some graphics settings, which became the places to fix.
Outcome
- Build times went from 8 hours to 1.5 hours.
- The project ran at a smooth 90 fps.
- GPU load dropped by 60%, while visual fidelity improved.
During the same placement I built a bespoke VR training application in Unreal Engine 4 / C++ and several VR/AR prototypes in Unity/C#.
What I learned
Reviving an old student project and turning it into a viable commercial product is a great way to get into software engineering. Nothing beats being thrown in at the deep end.