Assets streaming and multithreading are handled in a optimized way compared to a project on vanilla unreal.
Source? I think perhaps you or your source are getting confused between "game code" and engine code. I don't believe Fortnite maintains any engine code divergence at all.Tweaks to the source code on how unreal handles physics, lighting, artificial intelligence and so on.
That's not to say that games can't and shouldn't tweak engine code for their specific cases, but this notion that it is required for Fortnite strikes me as some kind of misunderstanding of the relationship between game and engine code in Unreal.
Last edited: