UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
EnginePerformanceTargets.h
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1// Copyright Epic Games, Inc. All Rights Reserved.
2
3#pragma once
4
5#include "CoreMinimal.h"
6
8{
9public:
10 // The target threshold for frame time in miliseconds (*cosmetic only* and used for fps/stat display, should not be used in scalability code)
11 // Values below this will be green, values between this and the unacceptable threshold will be yellow, and values above that will be red
13
14 // The maximum threshold for an 'OK' frame time in miliseconds (*cosmetic only* and used for fps/stat display, should not be used in scalability code)
15 // Values above this will be red, values between this and the acceptable limit will be yellow, and values below will be green.
17
18 // The threshold that would be considered so bad that it would cause a hitch in gameplay
19 // (*cosmetic only* for reporting purposes such as FPS charts, should not be used in scalability code)
21
22 // Minimum time passed before we'll record a new hitch
24
25 // For the current frame to be considered a hitch, it must have run at least this many times slower than the previous frame
27
28private:
30};
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
Definition EnginePerformanceTargets.h:8
static ENGINE_API float GetTargetFrameTimeThresholdMS()
Definition EnginePerformanceTargets.cpp:54
static ENGINE_API float GetHitchFrameTimeThresholdMS()
Definition EnginePerformanceTargets.cpp:64
static ENGINE_API float GetMinTimeBetweenHitchesMS()
Definition EnginePerformanceTargets.cpp:69
static ENGINE_API float GetUnacceptableFrameTimeThresholdMS()
Definition EnginePerformanceTargets.cpp:59
static ENGINE_API float GetHitchToNonHitchRatio()
Definition EnginePerformanceTargets.cpp:74