ProfilingDebugging

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MacOS
Linux

Classes

Name

Description

Public class

FABTest

Public class

FActiveExternalProfilerBase

Public class

FAutoScopedDurationTimer

Same as FScopedDurationTimer, except that it tracks the time value internally so you don't have to pass in a double to accumulate.

Public class

FDurationTimer

Utility stopwatch class for tracking the duration of some action (tracks time in seconds and adds it to the specified variable on destruction).

Public class

FExternalProfiler

FExternalProfiler

Public class

FExternalProfilerExcluder

FExternalProfilerExcluder

Public class

FExternalProfilerIncluder

FExternalProfilerIncluder

Public struct

FFormatArgsTrace

Public struct

FHistogram

Fairly generic histogram for values that have natural lower bound and possibly no upper bound, e.g., frame time

Public struct

FHistogramBuilder

Used to construct a histogram that runs over a custom set of ranges, while still enforcing contiguity on the bin ranges

Public class

FInstanceCountingObject

Copyright Epic Games, Inc. All Rights Reserved.

Public class

FLoadTimeTracker

High level load time tracker utility (such as initial engine startup or game specific timings)

Public struct

FResourceSizeEx

Struct used to count up the amount of memory used by a resource.

Public class

FScopedABTimer

Public class

FScopedDebugInfo

Debug info that is stored on the stack and handled by stack unwinding.

Public class

FScopedDurationTimeLogger

Utility class for logging the duration of a scoped action (the user doesn't have to call Start() and Stop() manually).

Public class

FScopedDurationTimer

Utility class for tracking the duration of a scoped action (the user doesn't have to call Start() and Stop() manually).

Public class

FScopedExternalProfilerBase

Base class for FScoped*Timer and FScoped*Excluder

Public struct

FScopedLoadTimeAccumulatorTimer

Scoped helper class for tracking accumulated object times

Public class

FScopedSwitchedCountedDurationTimer

Utility stopwatch class for tracking the duration of some action (tracks time in seconds and adds it to the specified variable on destruction).

Public class

FScopedSwitchedDurationTimer

Utility stopwatch class for tracking the duration of some action (tracks time in seconds and adds it to the specified variable on destruction).

Public class

FTraceAuxiliary

Public struct

FTraceUtils

Public struct

TDecay

Returns the decayed type of T, meaning it removes all references, qualifiers and applies array-to-pointer and function-to-pointer conversions.

Public class

TScopedDurationThreadSafeTimer

Utility class for tracking the duration of a scoped action to an accumulator in a thread-safe fashion.

Typedefs

Enums

Name

Description

Public enum

EResourceSizeMode::Type

Indicate what types of resources should be included for calculating used memory

Public enum

EStreamingStatus

Here are a number of profiling helper functions so we do not have to duplicate a lot of the glue code everywhere.

Public enum

ETraceCounterDisplayHint

Public enum

ETraceCounterType

Public enum

ETraceFrameType

Functions

Name Description

Public function

FString

 

CreateProfileDirectoryAndFilename

(
    const FString& InSubDirectoryName,
    const FString& InFileExtension
)

This will create the directories and the file name all in one function

Public function

FString

 

CreateProfileFilename

(
    const FString& InFileExtension,
    bool bIncludeDateForDirectoryName
)

This will generate the profiling file name that will work with limited filename sizes on consoles.

Public function

FString

 

CreateProfileFilename

(
    const FString& InFilename,
    const FString& InFileExtension,
    bool bIncludeDateForDirectoryName
)

This will generate the profiling file name that will work with limited filename sizes on consoles.

Public function

FString

 

GetBuildNameForPerfTesting()

This will return the name specified with -BuildName=SomeName (needs to be a valid c++ name a-z A-Z _ 0-9 so we don't run into issues when we pass it around) or if not specified "CL%d" where d is coming from GetChangeListNumberForPerfTesting()

Public function

int32

 

GetChangeListNumberForPerfTesting()

This will get the version that should be used with the Automated Performance Testing If one is passed in we use that otherwise we use FApp::GetEngineVersion.

Public function

void

 

SendDataToPCViaUnrealConsole

(
    const FString& NotifyType,
    const FString& FullFileName
)

This makes it so UnrealConsole will open up the memory profiler for us

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