FFrameData

Windows
MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/ChartCreation.h

Include

#include "ChartCreation.h"

Syntax

struct FFrameData

Variables

Name Description

Public variable

bool

 

bBinThisFrame

Should this frame be considered for histogram generation (controlled by t.FPSChart.MaxFrameDeltaSecsBeforeDiscarding)

Public variable

bool

 

bGameThreadBound

Was this frame bound in one of the major functional units (only set if bBinThisFrame is true and the frame was longer than FEnginePerformanceTargets::GetTargetFrameTimeThresholdMS)

Public variable

bool

 

bGPUBound

Public variable

bool

 

bRenderThreadBound

Public variable

bool

 

bRHIThreadBound

Public variable

double

 

DeltaSeconds

Estimate of how long the last frame was (this is either TrueDeltaSeconds or TrueDeltaSeconds - IdleSeconds, depending on the cvar t.FPSChart.ExcludeIdleTime)

Public variable

double

 

DemoDriverTickFlushTimeSeconds

Duration of the replay networking portion of the frame.

Public variable

double

 

DynamicResolutionScreenPercentage

Dynamic resolution screen percentage. 0.0 if dynamic resolution is disabled.

Public variable

uint32

 

FlushAsyncLoadingCount

Total number of times FlushAsyncLoading() was called this frame.

Public variable

double

 

FlushAsyncLoadingTime

Total time spent flushing async loading on the game thread this frame.

Public variable

double

 

GameDriverTickFlushTimeSeconds

Duration of the primary networking portion of the frame (that is, communication between server and clients).

Public variable

double

 

GameThreadTimeSeconds

Duration of each of the major functional units (GPU time is frequently inferred rather than actual)

Public variable

double

 

GPUTimeSeconds

Public variable

EFrameHitchType

 

HitchStatus

Did we hitch?

Public variable

double

 

IdleOvershootSeconds

How long did we burn idling beyond what we requested this frame (FApp::GetIdleTimeOvershoot). WaitTime we requested for the frame = IdleSeconds - IdleOvershootSeconds.

Public variable

double

 

IdleSeconds

How long did we burn idling until this frame (FApp::GetIdleTime) (e.g., when running faster than a frame rate target on a dedicated server)

Public variable

double

 

RenderThreadTimeSeconds

Public variable

double

 

RHIThreadTimeSeconds

Public variable

uint32

 

SyncLoadCount

The number of sync loads performed in this frame.

Public variable

double

 

TrueDeltaSeconds

Time elapsed since the last time the performance tracking system ran.

Constructors

Name Description

Public function

FFrameData()

If a hitch, how was it bound.

Select Skin
Light
Dark

Welcome to the new Unreal Engine 4 Documentation site!

We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

We'll be sure to let you know when the new system is up and running.

Post Feedback