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# Performance & impact on your game

The honest answer to "what will this cost my game?" — with the specifics, so you can judge it rather than take a slogan.

## Network

Creative fetches and view-time reports are made through Unreal's standard HTTP system, **asynchronously**. They don't block the game thread and don't stall a frame waiting on a response. A fetch happens when a placement loads (and, if you enabled it, on your refresh interval). Reports go out when a player finishes looking at a placement. In between, there's no network chatter.

## Per-frame cost

The actor does **not** do work every frame. Its check runs on a **one-second interval**. Each second, for each active placement, it does a cheap in-view test: a direction/dot-product check plus a single line trace to confirm the placement isn't occluded. That's it. Cost scales with the number of active placements, at roughly one lightweight check per placement per second — negligible for the counts a real scene uses.

## Memory

A 2D creative is a single texture held by that surface, replaced (not accumulated) when a new creative loads. A 3D placement holds one loaded model, instantiated at runtime via glTFRuntime; the model loads once when its booking resolves and is replaced, not stacked, on a swap. There's no growing cache and no background streaming beyond the current asset per placement.

## Failure behaviour

If the API is slow or unreachable, a placement keeps showing its fallback and the player sees nothing wrong. A failed load is logged and retried on the next load opportunity; it never throws an error at the player or interrupts play. Your build's stability does not depend on our service being up at runtime.

## What "no impact on your code" means concretely

* No engine modification.
* No changes to your gameplay, save, or networking code.
* The only things in your project are the plugin and the actors you placed.
* Removing it cleanly is deleting those actors and disabling the plugin.

## Your responsibility

As with any integration, you own QA of your shipping build. We'd expect you to test placements in your own scenes before release — the same as you would any new asset — and we'll support you through it. We're glad to profile alongside you on a pilot title so the numbers above are something you've verified, not just read.


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