What problem does it solve? Unreal Engine projects often suffer low frame rates and hitches caused by game-thread overload, and developers struggle to tell whether the CPU or GPU is the real bottleneck. This Skill explains how game-thread time drives frame rate and provides a concrete triage and optimization workflow. ## Core Features & Use Cases - Frame Budget Mental Model: Maps target FPS (30/60/120/240/360) to per-frame millisecond budgets so you can judge how much game-thread headroom you actually have. - Triage Workflow: Uses stat unit and stat game to identify whether the game thread, render thread, or GPU dominates the frame, then instruments hotspots with DECLARE_CYCLE_STAT and SCOPE_CYCLE_COUNTER. - Optimization Levers: Covers disabling unnecessary ticking, caching references, moving heavy work to worker threads with AsyncTask, and reducing Blueprint, physics, AI, and widget overhead. - Use Case: Your game stutters at 120 FPS even though the GPU is idle. Use this Skill to confirm the game thread is the limiter, find the tick-heavy actors, and move expensive logic off the per-frame path. ## Quick Start Ask the agent to explain why my Unreal Engine game is CPU-bound at 120 FPS and how to reduce game-thread tick time.