Once you have completed the gameplay section, and you have a game ready to be built and shared with players, you have to spend some time making sure that the game is as free from issues as possible, and its performance is well balanced, with no frame rate drops, no glitches, and most importantly no crashes.
The debugging and profiling phase might take too long, it depends on how you have constructed your game, and how much care you gave earlier to the game code, blueprints, and graphical and rendering items. A major part of the debugging is for the code, but this is a typical debugging via Visual Studio which you are already familiar with, and debugging code here works the same as it does anything else. But the parts we are going to focus on during this chapter are the ones that could be made directly through the editor itself.
Of course, there are a lot of profiling tools and performance analyzers out there, but the majority of them are paid tools, and not that cheap. And here comes our super hero, Epic, with its amazing set of tools, that areas free as the engine itself. Epic is doing a great job with the Unreal ecosystem. There are a lot of tools and editors within Unreal that are used to serve different jobs and tasks while you are optimizing and freeing your game from bugs, and that’s what we have to do right now.
Read the fully detailed tutorial Here