Unreal Engine optimization
A headless UE5 optimization loop with a persistent brain.
┌─────────┐ store · recall ┌──────────────┐
│ Claude │ ◄───────────────────► │ Memoception │
└────┬────┘ │ (memory) │
│ MCP └──────┬───────┘
▼ profiling, logs,
┌──────────────┐ cook · trace conventions
│ Unreal MCP │ ◄── headless harness ──────────┘
│ (your VPS) │ optimization passes
└──────┬───────┘
▼
┌──────────────┐
│ UE5 project │ ── assets, config, source ──► stored & contextual
└──────────────┘The challenge
Large UE5 projects lose all context between optimization passes — profiling traces, prior fixes, engine conventions, and thousands of assets across a dozen formats live nowhere the agent can reach. Every pass starts cold.
How Memoception solves it
The .uproject, Config/*.ini, C++ source, Blueprints, and profiling CSVs are custom-stored with rules — profiling as a queryable time series, everything tagged and recallable.
Claude connects to an Unreal MCP running headless on your VPS, so it can open the project, cook, and capture Unreal Insights traces without a workstation in the loop.
Our Unreal headless harness executes cook + Insights + automation jobs, captures the logs, and stores them — so every run's evidence accumulates instead of vanishing.
For each detected bottleneck (draw calls, Lumen/Nanite GPU, texture pool, PSO hitches) Claude recalls the relevant UE conventions and this project's own prior findings, then proposes and generates fixes (scalability presets, LODs).
All game assets are stored and made contextual — meshes' metadata, materials, data tables, configs — get context from any format via the custom-store pipelines.
custom/store (ini, cpp, timescaledb)memory/recallUnreal MCP (headless)headless harnessorganize → SQL