Stat Commands

Console commands specific to displaying game statistics.

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Prerequisite Topics

In order to understand and use the content on this page, make sure you are familiar with the following topics:

To profile their Unreal Engine 4 (UE4) projects, developers can enter the following stat commands into the console while running their game in Play In Editor (PIE) mode.

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To locate a stat command from the Editor's Stat menu, select the dropdown arrow next to the Viewport Setting button.

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Note: Running the editor with the LOG command enables developers to record useful information from a stat dump , and to do so, enable the editor (game project) to generate a log file by running it with the LOG command (for example, UE4Editor.exe -silent LOG=MyLog.txt ).

Stat Command Table

Type stat followed by a space and any of these commands to activate them:

Command Name

Command Description

AI

Displays Perception System and Overall AI performance information.

AI_EQS

Displays performance, debug, and memory statistics for the Environment Query System (EQS).

AIBehaviorTree

Displays performance and memory statistics for Behavior Tree.

AICrowd

Displays performance and step information for the Crowd Manager.

Anim

Shows how long skinned meshes are taking to compute per tick.

AsyncLoad / AsyncLoadGameThread

Displays Async loading performance statistics.

Audio / AudioThreadCommands

Audio statistics, such as wave instances or buffer performance.

Canvas

Canvas statistics, showing performance information for Canvas user interface items, such as tiles, borders, and text.

Collision / CollisionTags

Displays performance, debug, and memory information for collisions.

CommandListMarkers

Displays a list of commands with their performance information.

Component

Displays a list of components with their performance information.

Compression

Displays compression statistics.

CPULoad

Shows CPU utilization.

CPUStalls

Shows information about CPU stalls.

D3D11RHI

Displays Direct3D 11 RHI statistics.

DDC

Displays Derived Data Cache (DDC) statistics.

DumpHitches

Anytime a "hitch" is detected based on t.HitchFrameTimeThreshold , it will be written to the log.

Dumpticks

Dumps info about tick functions.

Engine

Shows general rendering stats like frame time as well as counters from the number of triangles being rendered.

FPS

Displays Frames per Second (FPS) counter.

Game

Gives feedback on how long the various Gameplay Ticks are taking.

GameplayTags

Displays Gameplay Tag information.

GC

Displays garbage collection statistics.

GeometryCache

Shows performance and memory statistics for the Geometry Cache system.

GPU

Displays GPU statistics for the frame.

GPUParticles

Displays performance information for GPU particles.

Help

Lists all stat commands.

Hitches

Set t.HitchFrameTimeThreshold to define the time in seconds that is considered a hitch. Will also dump all hitches to the log/visual studio debug, for example [0327.87] LogEngine:Warning: HITCH @ 00m:01s:643ms,1643,72,2.

IMEWindows

Displays information for the Windows Text Input Method System.

InitViews

Displays information on how long visibility culling took and how effective it was. Visible section count is the single most important stat with respect to rendering thread performance, and that is dominated by Visible Static Mesh Elements under STAT INITVIEWS; however, Visible Dynamic Primitives also factors in.

KismetCompiler

Displays Kismet Compiler information.

KismetReinstancer

Displays Kismet Reinstancer information.

Levels

Displays Level Streaming information.

LightRendering

Gives feedback on how long lighting and shadows are taking to render.

LinkerCount

Displays Linker counter.

LinkerLoad

Displays Linker Load information.

List

Display groups of statistics or saved sets or statistics within a specified group with usage <Groups/Sets/Group><br> .

LLM

Displays Low Level Memory Tracker (LLM) counters.

LLMFull

Displays full group of LLM counters.

LLMOverhead

Displays LLM overhead counters.

LLMPlatform

Displays LLM platform counters.

LoadTime / LoadTimeVerbose

Shows load time performance information.

MapBuildData

Displays the map's build data.

MathVerbose

Shows performance information of math operations.

Memory

Shows statistics on how much memory is being used by various subsystems in Unreal Engine.

MemoryAllocator

Shows memory allocation information.

MemoryPlatform

Shows memory platform information.

MemoryStaticMesh

Shows memory statistics about static meshes.

NamedEvents

Enables named events for external profilers.

Navigation

Shows performance and memory information for the navigation system.

NET

Displays networking system statistics.

Object / ObjectVerbose

Displays object memory and performance information.

Online

Shows online system counters.

Pakfile

Displays Pakfile system statistics.

ParallelCommandListMarkers

Displays a list of parallel commands with their performance information.

Particles

Shows particle system performance information.

Physics

Displays physics performance statistics.

PhysXTasks

Displays PhysX task information.

PhysXVehicleManager

Displays PhysX Vehicle Manager statistics.

PlayerController

Displays PlayerController performance information.

Quick

Quickly displays groups of overall performance data.

RenderTargetPool

Shows memory and performance statistics for Render Target Pool.

RenderThreadCommands

Lists render thread commands with performance information.

RHI

Displays RHI memory and performance statistics.

RHICMDLIST

Shows RHI command list with performance statistics.

SceneMemory

Shows scene memory counters.

SceneRendering

Shows general rendering statistics. This is a good starting point to find general areas of slow performance in the rendering process.

SceneUpdate

Displays information about updating the world, including the time taken to add, update, and remove lights as well as add and remove primitives in the scene.

Script

Shows script statistics.

ShaderCompiling

Displays shader compiling information.

Shaders

Shows shader compression statistics.

ShadowRendering

Shows how long shadow calculations are taking, separate from actual shadow render time which is covered in stat LightRendering .

Slate / SlateVerbose

Displays Slate performance statistics.

SlateMemory

Shows Slate memory counters.

SoundCues

Shows active SoundCues.

SoundMixes

Shows active SoundMixes.

Sounds

<?> <sort=distance|class|name|waves|default> <-debug> <off>
Shows active SoundCues and SoundWaves.

SoundWaves

Shows active SoundWaves.

SplitScreen

Shows Split Screen information.

StartFile

Starts a statistics capture, creating a new file in the Profiling directory.

Note: Stop this operation with the stat StopFile command.

StatSystem

Shows performance and memory information for the Stat System.

StopFile

Finishes statistics capture that was started by the stat StartFile command, closing the file that was created in the Profiling directory.

Streaming

Displays basic statistics on streaming assets, like how much memory streaming textures are using, or how many streaming textures there are in the scene.

StreamingDetails

More detailed statistics on streaming, like breaking down general texture streaming into more specific groups (lightmaps, static textures, and dynamic textures).

StreamingOverview

Shows an overview of statistics on streaming assets.

TargetPlatform

Shows target platform information.

TaskGraphTasks

Shows performance data for TaskGraph tasks.

Text

Shows performance statistics for text.

TextureGroup

Displays texture group memory counters.

Threading

Displays threading information.

ThreadPoolAsyncTasks

Shows ThreadPool Async task counters.

Threads

Displays thread information.

Tickables

Shows performance statistics for Tickables.

TickGroups

Shows performance statistics for Tick groups.

UI

Shows UI performance information.

Unit

Overall frame time as well as the game thread, rendering thread, and GPU times.

Note: This is a great stat command to start with because it helps developers focus their profiling work.

UnitGraph

To see a graph with the stat unit data, use stat Raw to see the unfiltered data.

UObjectHash

Displays hashed UObject information.

UObjects

Shows performance statistics for UObjects in the game.

Commands

Levels

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The stat levels command displays level streaming information, which are grouped under the persistent level.

Use Case

This command is useful for developers wanting to view a list of currently active levels, including whether they are visible, pre-loading, loading, or unloading. Additionally, this command displays how many seconds it took to go from a load request to load finish.

Usage

To view streaming level information, enter stat levels into PIE Console .

Note: To determine what state a level is in, refer to the Level Color Codes table below.

Level Color Codes

Color Code

Description

Green

Level is loaded and visible.

Red

Level is unloaded.

Orange

Level is in the process of being made visible.

Yellow

Level is loaded but not visible.

Blue

Level is unloaded but still residing in memory, and it will be cleaned up when garbage collection occurs.

Purple

Level is pre-loading.

StartFile

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The stat startfile command starts a statistics capture, and creates a new file in a Profiling directory. Typically, the engine saves statistics captures under [UE4ProjectFolder][ProjectName]\Saved\Profiling\UnrealStats .

Use Case

To profile a project's performance with Session Frontend Profiler, capture statistical samples and log them to *.ue4stats files.

Usage

To capture and log statistics to a *.ue4stats file, enter stat startfile into PIE Console .

To prevent StartFile from bloating the disk with large ue4stats files, run stat StopFile . Additionally, even if PIE Mode is closed, StartFile will continue running in the background, which can result in bloated log files, so make sure to run the StopFile command to stop logging the project's performance.

Loading Statistics

To load statistics into Session Frontend Profiler :

  1. From Unreal Editor, select Window > Developer Tools > Session Frontend .
    StatStartFIle_LoadFiles1.png

  2. With Session Frontend open, select the Profiler tab (1), and click Load (2).

  3. After selecting a *.ue4stats file, click Open to load the file.
    StatStartFIle_LoadFiles3.png

End Result

After Session Frontend loads the file, the capture data is visible in the Profiler for further analysis.

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Note: Read the Profiler Tool Reference to learn more about reviewing profile captures in Session Frontend .

StopFile

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The stat stopfile command stops a statistics capture that was started by the StartFile command. Additionally, the StopFile command closes the file that was created in the Profiling directory.

Use Case

To prevent StartFile from bloating the disk with large ue4stats files, run stat StopFile . Additionally, even if PIE Mode is closed, StartFile will continue running in the background, which can result in bloated log files, so make sure to run the StopFile command to stop logging the project's performance.

Usage

To stop capturing and logging statistics, enter stat stopfile into PIE Console .

Unit

Use Case

Typically, developers want to determine if a bottleneck (negative performance impact) exists in the Game thread, in the Draw (rendering) thread, or on the GPU .

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The stat unit command displays performance information for the project's Frame , Game , Draw , GPU , RHIT , and DynRes threads.

Statistics

Name

Description

Frame

Frame time is the total amount of time spent generating one frame of the game. Since both the Game and Draw threads sync up before finishing a frame, Frame time is often close to the time being shown in one of these threads.

Game

If Frame time is close to Game time, the game's performance is likely being bottlenecked (negatively impacted) by the game thread.

Draw

If Frame time is close to Draw time, the game's performance is likely being bottlenecked by the rendering thread

GPU

GPU time measures how long the video card takes to render the scene. Since GPU time is synced to the frame, it will likely be similar to Frame time.

RHIT

Typically, RHI Thread time is synced to the frame, and it will likely be similar to Frame time.

DynRes

If supported (and enabled), DynRes shows Primary Screen Percentage by Secondary Screen Percentage.

Usage

To determine the project's bottleneck, launch the game in a non-debug build, and enter stat unit into PIE Console .

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