Unreal Engine — Interview questions
AI & Behavior Trees
Unreal Engine AI — Behavior Trees, Blackboard, AIController, NavMesh, AI Perception, EQS, and techniques for debugging and scaling AI characters.
12 questions
Blueprints
Blueprints versus C++ in Unreal Engine — when to use which, performance tradeoffs.
12 questions
Gameplay Ability System
Unreal's Gameplay Ability System — abilities, effects, attributes, gameplay tags, replication, prediction, and designer-facing data workflows.
18 questions
Gameplay Framework
Unreal's gameplay framework classes — Actor, Pawn, Character, controllers, GameMode, GameState, PlayerState, components and subsystems.
23 questions
Gameplay Math
Vector and rotation math for gameplay in Unreal Engine — dot and cross products, transforms, world and local space, interpolation, line traces, and quaternions.
15 questions
Garbage Collection
Unreal Engine's garbage collector — how it traces UObject references, keeping objects alive, weak references, ownership, and debugging dangling-pointer crashes.
16 questions
Performance & Profiling
Profiling CPU and GPU bottlenecks in Unreal Engine, optimizing Tick, Blueprints, animation, collision, UI, draw calls, LODs, occlusion, instancing, and memory.
22 questions
Rendering & Materials
Unreal Engine 5 rendering — materials and instances, the Render Thread, shader compilation, Nanite, Lumen, the RHI, and GPU profiling.
13 questions
Networking & Replication
Unreal Engine's networking model — replication of properties and Actors, RPCs, server authority, relevancy, dormancy, and the Replication Graph.
21 questions
System Design
Designing gameplay systems in Unreal Engine — inventory, combat, abilities, quests, save/load, multiplayer, and large-project structure.
17 questions
UObject & Reflection
Unreal's UObject base class, the reflection system, the UCLASS/UPROPERTY/UFUNCTION macros, and object lifecycle.
20 questions