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虚幻引擎工程师/UE Engineer

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Onsite

虚幻引擎工程师/UE Engineer

Virtuos

虚幻引擎工程师/UE Engineer

Skills

Git

2 months ago

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Important information


Contract type:

Permanent

Location:

Xi'An, Shaanxi, China

Work mode:

Onsite

Published on:

21 August 2026

What they need


岗位职责

1. 基于 Unreal Engine 源码进行功能扩展、定制与维护,解决引擎层面的疑难问题

2. 负责游戏运行时的 性能分析与优化 (CPU / GPU / 内存 / 加载),使项目达成目标帧率与内存预算

3. 开发与维护引擎侧的工具、插件与自动化流程,提升团队研发效率

4. 参与引擎版本升级、模块重构与技术方案评审,输出技术文档

5. 与渲染、玩法、平台等方向的工程师协作,排查并修复跨模块问题

6. 针对主机硬件进行平台专项性能分析与优化,涵盖 CPU、GPU、内存、加载与帧时间瓶颈

专业要求

• 熟悉 UE 引擎架构(Module / UObject / GC / Actor 生命周期 / 序列化机制等),有 修改引擎源码 的实际经验

• 具备扎实的性能优化能力,熟练使用 Unreal Insights、Stat 命令、RenderDoc、PIX 等分析工具

• 理解引擎构建流程(UBT / UHT),有工程化与工具链开发经验

• 具备独立定位与解决底层疑难问题的能力

• 有在主机硬件与性能预算受限条件下,分析并优化 Unreal Engine 项目的经验

通用任职要求

• 计算机、软件工程或相关专业本科及以上学历(能力突出者可放宽)

• 3 年以上 游戏开发经验,参与过至少 1 款已上线或已完整开发周期的项目

• 扎实的 现代 C++ (C++14/17)功底,理解内存管理、多线程、性能优化

• 熟练使用 Unreal Engine (UE4/UE5)进行商业项目开发

• 熟悉 Git / Perforce 等版本管理工具

• 具备良好的英文读写能力,可阅读英文技术文档与进行日常书面沟通

• 良好的沟通与协作意识,能够与策划、美术等非技术岗位高效配合

加分项

• 有渲染管线(RDG / Shader / 材质系统)开发经验

• 有主机平台(PS5 / Xbox Series / Switch)项目经验

• 有 3A 项目或大型开放世界项目经验

• 参与过开源项目或有技术博客 / 技术分享输出

• 有 Nintendo Switch / Nintendo Switch 2 开发与性能优化经验

• 有将 Unreal Engine 项目从 PC / 当世代主机移植到受限硬件的经验

• 有 Unreal Engine 版本升级经验,能处理升级过程中的引擎 / 插件兼容性问题

• 有使用 NVIDIA Nsight Graphics 进行 GPU 分析与底层图形性能诊断的经验

Responsibilities

1. Extend, customize, and maintain Unreal Engine at the source level; investigate and resolve engine-level issues

2. Own runtime performance profiling and optimization (CPU / GPU / memory / loading) to meet frame-rate and memory budgets

3. Build and maintain engine-side tools, plugins, and automation to improve team productivity

4. Contribute to engine version upgrades, module refactoring, and technical design reviews; produce technical documentation

5. Collaborate with rendering, gameplay, and platform engineers to diagnose and fix cross-module issues

6. Perform platform-specific performance analysis and optimization for console hardware, including CPU, GPU, memory, loading and frame-time bottlenecks.

Role-Specific Requirements

• Deep familiarity with UE architecture (Modules, UObject, GC, Actor lifecycle, serialization) and hands-on experience modifying engine source code

• Strong performance-optimization skills, proficient with Unreal Insights, stat commands, RenderDoc, PIX, or equivalent

• Understanding of the engine build pipeline (UBT / UHT) and experience with tooling and engineering infrastructure

• Ability to independently diagnose and resolve low-level, hard-to-reproduce problems

• Experience profiling and optimizing Unreal Engine projects under constrained console hardware and performance budgets.

General Requirements

• Bachelor's degree or above in Computer Science, Software Engineering, or a related field (exceptional candidates may be considered regardless)

• 3+ years of professional game development experience, with at least one shipped title or one full production cycle

• Strong modern C++ (C++14/17) skills, with solid understanding of memory management, multithreading, and performance optimization

• Hands-on commercial experience with Unreal Engine (UE4/UE5)

• Familiarity with version control systems such as Git / Perforce

• Working proficiency in written English; able to read technical documentation and communicate in writing

• Strong communication skills and the ability to work effectively with non-technical disciplines (design, art)

Nice to Have

• Experience with rendering pipelines (RDG, shaders, material system)

• Console experience (PS5 / Xbox Series / Switch)

• AAA or large open-world project experience

• Open-source contributions, technical blog, or conference talks

• Experience with Nintendo Switch / Nintendo Switch 2 development and performance optimisation

• Experience porting Unreal Engine titles from PC / current-generation consoles to constrained hardware

• Experience with Unreal Engine version upgrades and resolving engine/plugin compatibility issues during migration

• Experience with NVIDIA Nsight Graphics for GPU profiling and low-level graphics performance analysis

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