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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include "ProfilingDebugging/ProfilingHelpers.h"#include "Misc/DateTime.h"#include "HAL/FileManager.h"#include "HAL/PlatformProcess.h"#include "Misc/Parse.h"#include "Misc/CommandLine.h"#include "Misc/Paths.h"#include "Misc/EngineVersion.h"Functions | |
| int32 | GetChangeListNumberForPerfTesting () |
| bool | IsValidCPPIdentifier (const FString &In) |
| FString | GetBuildNameForPerfTesting () |
| void | SendDataToPCViaUnrealConsole (const FString &NotifyType, const FString &FullFileName) |
| FString | CreateProfileFilename (const FString &InFileExtension, bool bIncludeDateForDirectoryName) |
| FString | CreateProfileFilename (const FString &InFilename, const FString &InFileExtension, bool bIncludeDateForDirectoryName) |
| FString | CreateProfileDirectoryAndFilename (const FString &InSubDirectoryName, const FString &InFileExtension) |
| FString CreateProfileDirectoryAndFilename | ( | const FString & | InSubDirectoryName, |
| const FString & | InFileExtension | ||
| ) |
This will create the directories and the file name all in one function
| FString CreateProfileFilename | ( | const FString & | InFileExtension, |
| bool | bIncludeDateForDirectoryName | ||
| ) |
This will generate the profiling file name that will work with limited filename sizes on consoles. We want a uniform naming convention so we will all just call this function.
| ProfilingType | this is the type of profiling file this is |
| 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. We want a uniform naming convention so we will all just call this function.
| ProfilingType | this is the type of profiling file this is |
This is meant to hold the name of the "sessions" that is occurring
| 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()
| int32 GetChangeListNumberForPerfTesting | ( | ) |
This will get the changelist that should be used with the Automated Performance Testing If one is passed in we use that otherwise we use the FEngineVersion::Current().GetChangelist(). This allows us to have build machine built .exe and test them.
NOTE: had to use AutomatedBenchmarking as the parsing code is flawed and doesn't match on whole words. so automatedperftestingChangelist was failing :-(
| bool IsValidCPPIdentifier | ( | const FString & | In | ) |
| void SendDataToPCViaUnrealConsole | ( | const FString & | NotifyType, |
| const FString & | FullFileName | ||
| ) |
This makes it so UnrealConsole will open up the memory profiler for us
| NotifyType | has the <namespace>:<type> (e.g. UE_PROFILER!UE3STATS:) |
| FullFileName | the File name to copy from the console |