Unreal Insights Reference

Unreal Insights reference covering input shortcuts, macros, and command-line options

Trace Channels

Trace is capable of emitting large amounts of data. Channels prove you with control of the data rate when tracing. Each event type is tied to one or more channels, if the required channels are not enabled then the event will not be emitted to the trace stream.

Channel presets groups many channels and provides scenario-based entry points. Users can define their own presets using config files added to the [Trace.ChannelPresets] category.

Available trace channels are included in the table below. You can observe a list of channels that include details on each Channel's File Path, Supported Platforms and Notes:

The plural forms of the name are automatically deduced, "bookmark" and "bookmarks" are treated identically.

Channel

Notes

Supported Platforms

File Path

Log

Logs Messages.

Runtime\Core\Private\Logging\LogTrace.cpp

BookMark

Low frequency markers signifying important transitions, providing a quick overview for users. Such as level loading or engine boot phases.

Runtime\Core\Private\ProfilingDebugging\MiscTrace.cpp

Frame

Game and Rendering frames.

Runtime\Core\Private\ProfilingDebugging\MiscTrace.cpp

Stats

Stats counters. Based on the Stats system.

Runtime\Core\Private\Stats\StatsTrace.cpp

Counter

Generic counters. Allows tracing of values (float, integer) over time. Counters Trace API. It also enables the CSV Profiler Trace.

Runtime\Core\Private\ProfilingDebugging\CountersTrace.cpp

CPU

-statnamedevents

Runtime\Core\Private\ProfilingDebugging\CpuProfilerTrace.cpp

ContextSwitch

Trace context switch events. On Windows, game/editor runtime should be "run as administrator".

  • Win64

  • XBox

  • PS4/PS5

Runtime\Core\Private\ProfilingDebugging\PlatformEvents.cpp

Task

Task Graph trace channel.

Runtime\Core\Private\Async\TaskTrace.cpp

GPU

Named gpu timers. Based on GpuProfiler data.

Runtime\RHI\Private\GpuProfilerTrace.cpp

RHICommands

Cpu/Gpu named timers for RHI commands.

Runtime\RHI\Private\RHICommandList.cpp

RenderCommands

Cpu/Gpu named timers for commands executed on the rendering thread.

Runtime\RenderCore\Private\RenderingThread.cpp

File

File I/O trace channel (Open, ReOpen, Read, Write, Close events).

  • Win64

  • Mac,

  • XBox

  • PS4.

Runtime\Core\Private\ProfilingDebugging\PlatformFileTrace.cpp

LoadTime

Asset Loading Insights trace channel. Package load times (specific trace events) + named cpu timers specific to package loading. Requires "cpu" channel. Also adds the "LoadPackageInternal" cpu timing events (with metadata). See usage of SCOPED_LOADTIMER and SCOPED_CUSTOM_LOADTIMER macros.

Runtime\Core\Public\ProfilingDebugging\LoadTimeTracker.h Runtime\Core\Private\Serialization\LoadTimeTrace.cpp

SaveTime

Named CPU timers specific to package saving. This requires the "CPU" channel. Adds cpu timers named with "UPackage_Save_" prefix. See the usage of the SCOPED_SAVETIMER macro for additional details.

Runtime\CoreUObject\Private\UObject\SavePackage\SavePackageUtilities.h / .cpp

Cook

Displays named CPU timers specific to cooking. This requires the "CPU" channel. It will add the "CookByTheBook" cpu timing events and add the "SaveCookedPackage" cpu timing events (with metadata).

Editor\UnrealEd\Private\Cooker\CookProfiling.h/.cpp

Net

Networking trace channel. Requires -NetTrace=1 (it enables the "Frame" channel)

Runtime\Net\Core\Private\Net\Core\Trace\Reporters\NetTraceReporter.cpp

Module

Module loading information

Runtime\Core\Private\ProfilingDebugging\ModuleDiagnostics.cpp

  • Win64

  • XBox

  • PS4/PS5

  • Switch

Callstack

Callstack descriptions. Allows allocations to be associated with callstacks.

Requires Module channel to be enabled for symbol resolution to be possible.

Runtime\Core\Private\ProfilingDebugging\CallstackTrace.cpp

  • Win64

  • XBox

  • PS4/PS5

  • Switch

MemAlloc

Memory allocations. Uses Module and Callstack.

Runtime\Core\Private\ProfilingDebugging\MemoryAllocationTrace.cpp

  • Win64

  • XBox

  • PS4/PS5

  • Switch

MemTag

Memory tag statistics. Traces snapshots of memory usage per tag at regular rate. Relies on LLM subsystem for tracing. Implies "-llm". Available after Init().

Runtime\Core\Private\HAL\LowLevelMemTracker.cpp

VisualLogger

Visual Logger starts recording to file.

Runtime\Engine\Private\VisualLogger\VisualLoggerTraceDevice.cpp

Physics

Chaos Visual Debugger.

Runtime\Experimental\Chaos\Private\ChaosVisualDebugger\ChaosVisualDebuggerTrace.cpp

Animation

Animation Insights(GameplayInsights/RewindDebugger) plugin.

Runtime\Engine\Private\Animation\AnimTrace.cpp

Object

GameplayInsights/RewindDebugger plugin. UObject classes, worlds, instances and events.

Runtime\Engine\Private\ObjectTrace.cpp

ObjectProperties

GameplayInsights/RewindDebugger plugin.

Plugins\Animation\GameplayInsights\Source\GameplayInsights\Private\ObjectPropertyTrace.cpp

NetworkPrediction

Network Prediction Insights plugin.

Plugins\Runtime\NetworkPrediction\Source\NetworkPrediction\Private\NetworkPredictionTrace.cpp

RDG

RDG Insights plugin.

Runtime\RenderCore\Private\RenderGraphTrace.cpp

Slate

Slate Insights plugin.

Runtime\SlateCore\Private\Trace\SlateTrace.cpp

Niagara

Niagara plugin.

Plugins\FX\Niagara\Source\Niagara\Private\NiagaraTrace.cpp

Messaging

UDP Messaging plugin.

Plugins\Messaging\UdpMessaging\Source\UdpMessaging\Private\UdpMessagingTracing.cpp

TraceSourceFilters

Trace Source Filtering plugin.

Plugins\Developer\TraceSourceFiltering\Source\SourceFilteringTrace\Private\SourceFilterTrace.cpp

PoseSearch

PoseSearch plugin.

Plugins\Experimental\Animation\PoseSearch\Source\Runtime\Private\Trace\PoseSearchTraceLogger.cpp

Concert

Concert plugin.

Plugins\Developer\Concert\ConcertMain\Source\ConcertTransport\Private\ConcertLogGlobal.cpp

LevelSnapshots

Level Snapshots plugin.

Plugins\VirtualProduction\LevelSnapshots\Source\LevelSnapshots\Private\LevelSnapshotsLog.cpp

Some plugins or runtime code enables or disables channels automatically, they are listed in the table below:

Plugin

Channel Description

Gameplay Insights/ Rewind Debugger

Toggles the Object channel when Play in Editor (PIE) is started, and toggles ObjectProperties, Animation, and Frame when a recording is started.

TraceSourceFiltering

When the plugin is enabled, the TraceSourceFilters channel is toggled on.

NetworkPrediction

When the plugin is enabled, the NetworkPrediction channel is toggled on.

PoseSearch

When the plugin is enabled, the Pose Search channel is toggled on.

Visual Logger

When recording the Visual Logger channel is toggled on.

-NetTrace=1

When enabled from the command line, the Net and Frame channels are toggled on.

Controlling Runtime

Macros

To get the most out of the many features that ship with Unreal Insights, You can customize your project's output with macros and command-line options. Additionally, mouse and keyboard input shortcuts provide users with the capability to navigate Insights windows more efficiently. You can reference the table below to determine which macros you may want to adjust based on the data that you want to see in Unreal Insights:

Macro name

Default State

Source File

Area Description

UE_TRACE_ENABLED

On

Engine/Source/Runtime/TraceLog/Public/Trace/Config.h

Master control for the entire system.

UE_TASK_TRACE_ENABLED

On

Engine/Source/Runtime/Core/Public/Async/TaskTrace.h

Controls tracing of Task Graph events. -trace=default,task

LOGTRACE_ENABLED

On

Engine/Source/Runtime/Core/Public/Logging/LogTrace.h

Controls whether log messages are reported to Unreal Insights. -trace=log

MISCTRACE_ENABLED

On

Engine/Source/Runtime/Core/Public/ProfilingDebugging/MiscTrace.h

Controls tracing for bookmarks, frames, threads, and thread groups. -trace=bookmark,frame

CPUPROFILERTRACE_ENABLED

On

Engine/Source/Runtime/Core/Public/ProfilingDebugging/CpuProfilerTrace.h

Controls tracing for CPU timers and timing events. -trace=cpu

LOADTIMEPROFILERTRACE_ENABLED

On

Engine/Source/Runtime/CoreUObject/Public/Serialization/LoadTimeTrace.h

Controls tracing for events related to load assets.

Load time tracing doesn't work properly in editor builds (the streaming code is radically different in a staged/packaged game using the runtime loader). Load time tracing is recommended to be used only in packaged game scenario.

-trace=loadtime

STATSTRACE_ENABLED

On

Engine/Source/Runtime/Core/Public/Stats/StatsTrace.h

Controls tracing for stats counters. -trace=stats

PLATFORMFILETRACE_ENABLED

On

The default enabled behavior only applies for Windows, Mac, and PS4 platforms.

Engine/Source/Runtime/Core/Public/ProfilingDebugging/PlatformFileTrace.h

Controls tracing for file activity, such as opening, closing, reading, and writing files. -trace=file

PLATFORM_SUPPORTS_PLATFORM_EVENTS

On

Engine/Source/Runtime/Core/Private/ProfilingDebugging/PlatformEvents.h

On for platforms with support for platform events (context switch events). -trace=ContextSwitch

GPUPROFILERTRACE_ENABLED

On

Engine/Source/Runtime/RHI/Public/GpuProfilerTrace.h

Controls GPU timers and timing events. -trace=gpu

UE_NET_TRACE_ENABLED

On

Engine/Source/Runtime/Net/Core/Public/Net/Core/Trace/NetTrace.h Engine/Source/Runtime/Net/Core/Public/Net/Core/Trace/Config.h

Controls tracing of network packet content. -trace=net

UE_MEMORY_TAGS_TRACE_ENABLED

On

Engine/Source/Runtime/Core/Public/ProfilingDebugging/TagTrace.h

Enables tracing of tag scopes. If disabled traced allocation will not have an associated tag. -trace=memtag

UE_CALLSTACK_TRACE_ENABLED

On

Engine/Source/Runtime/Core/Public/ProfilingDebugging/CallstackTrace.h

Enables tracing of callstacks. If disabled traced allocations will not contain callstacks. -trace=callstack

Command-Line Options for UnrealInsights.exe

Command-Line Option

Usage

Description

-OpenTraceId

-OpenTraceId=id

Forces Unreal Insights to start analyzing the specified ID in "Viewer mode"

-OpenTraceFile

-OpenTraceFile=file.utrace

Forces Unreal Insights to start analyzing the specified file in "Viewer mode"

-Store

-Store=address:port

-StoreHost=address and -StorePort=port

Console Commands

Command

Description

Trace.Send <Host> [ChannelSet]

Starts tracing to a trace store. is the IP address or hostname of the trace store. [ChannelSet] is an optional comma-separated list of trace channels/presets to be enabled.

Trace.File [<File>] [ChannelSet]

Begins tracing events to a file. If a file path is not specified, then the default path directory for the utrace file is: YourProject/Saved/Profiling. If a name is not specified, the name of the utrace file is generated automatically based on the current timestamp. Supports Late Connect.

Use Examples:

  • trace.file [ChannelSet]paths to YourProject}/Saved/Profiling/ the *.utrace. Filename is generated automatically.

  • trace.file MyFile.utrace [ChannelSet] paths to YourProject/Saved/Profiling/MyFile.utrace.

  • trace.file C:/Path/ [ChannelSet] is an absolute path, the filename is generated automatically.

  • trace.file Path/ [ChannelSet] is a relative path to YourProject/Saved/Profiling/, the filename is generated automatically.

Trace.Start[ChannelSet]

Keeps the default enabled channels.

Trace.Stop

Stops tracing profiling events.

Trace.Enable[ChannelSet]

Enables a set of channels.

Trace.Disable[ChannelSet]

Disables a set of channels. If no channel set is specified, all channels will be disabled.

Trace.Pause

Pauses all trace channels currently sending events.

Trace.Resume

Resumes tracing that was previously paused (re-enables the pushed channels).

Trace.Status

Prints the trace status to the console.

Controlling Unreal Insights

Command-Line Options

When combined with macros, the following command-line options enable trace data:

Command-Line Option

Description

-trace -trace=<channel1>

-trace=cpu,frame,bookmark

-tracehost=<ip>

-tracehost, refer to the Unreal Insights

-tracefile, -tracefile =<filename>

Performs a "WriteTo" file trace control command. This will run the trace default command.

-tracefiletrunc

-tracetailmb= N

N specifies the size of the trace tail buffer in MiB. The default size of the trace tail buffer is 4 MiB.

-notraceserver

If specified, the game or editor will not start the local trace server.

-statnamedevents

logs trace data for stat named events. Can be enabled by GCycleStatsShouldEmitNamedEvents = 1; or from calling "Stat NamedEvents" as a console command.

-verbosenamedevents

logs trace data for verbose named events. Can be enabled by GCycleStatsShouldEmitVerboseNamedEvents = 1; or from calling "Stat VerboseNamedEvents" as a console command. An example of a verbose cycle status: "CPU Stall - [...]", "Other TaskGraph Stalls", "FQueuedThread::Run.WaitForWork".

Keyboard Input Shortcuts

All input operations and control references are limited and subject to change.

Timing Insights Window

The following mouse and keyboard commands help you navigate Timing Insights more efficiently:

Frames Panel

Keyboard Input Shortcut

Function

Left mouse click

Select a frame

The timing view centers on the selected frame.

Right mouse click

Open context menu

Left/right mouse drag

Horizontal zoom

Mouse wheel

Horizontal zoom

Shift + mouse wheel

Vertical zoom

Timing Panel

Input Shortcut

Function

Left/right mouse drag

Horizontal or vertical pan

Ctrl + left/right mouse drag

Horizontal pan

Shift + left/right mouse drag

Vertical pan

Mouse wheel

Zoom

Ctrl + mouse wheel

Horizontal scroll

Shift + mouse wheel

Vertical scroll

Right mouse click

Open context menu

Options available for Graph track.

Left mouse click on Timing Event

Select the timing event

Left mouse click on empty space

Clear selection

Ctrl + double left mouse click

Select time range of selected timing event

Pressing ENTER performs the same function.

Left/right mouse drag over Time Ruler

Select time region

Aggregated states automatically update in Timers and Counters views.

Ctrl+F

Toggles the Quick Find menu.

F

Frame the last selection and then alternate between framing the time range or the timing event

The last selection can be a time range or a timing event.

G

Toggle Graph track visibility, showing Game and Rendering frames, including a placeholder for Counter series

Y

Toggle GPU Timing track visibility

U

Toggle CPU Timing track visibility

I

Toggle I/O Overview and Activity track visibility

O

Toggle visibility of background events for file activities in the I/O Activity track

L

Toggle Asset Loading track visibility

C

Switch between normal and compact mode, affecting how timing events are visualized

V

Auto hide empty timelines

Empty timelines are ones without timing events.

X

Chooses the next event depth limit: Single Lane, 4 Lanes, Unlimited.

B

Toggle visibility of bookmarks

Bookmarks display by default.

M

Toggle visibility of time markers (all trace logs instead of just bookmarks)

Time markers do not display by default.

Zoom

Ctrl + left/right/Up/Down arrows

Horizontal and vertical pan

Left/right/Up/Down arrows

Select timing event that is its previous or next sibling/parent/largest child

Enter

Select time range of selected timing event

Pressing Ctrl + Double Left Mouse Click performs the same function.

Networking Insights Window

The following mouse and keyboard commands help you navigate Networking Insights more efficiently:

Input Shortcut

Function

Left mouse click on packet

Selects the respective packet

Shift + left mouse click on different packet

Selects a range of packets

Ctrl + A

Select all packets

Left/right arrows

Selects previous/next package

Shift + left/right arrows

Extends selection (multiple packages) toward Left/right side

Ctrl + shift + left/right arrows

Shrink selection (multiple packages) from Left/right side

Double click an Event

Highlights all packets containing the event in the Packet Content view while masking out all other events

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