UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
ProfilingHelpers.cpp File Reference

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)
 

Function Documentation

◆ CreateProfileDirectoryAndFilename()

FString CreateProfileDirectoryAndFilename ( const FString &  InSubDirectoryName,
const FString &  InFileExtension 
)

This will create the directories and the file name all in one function

◆ CreateProfileFilename() [1/2]

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.

Parameters
ProfilingTypethis is the type of profiling file this is

◆ CreateProfileFilename() [2/2]

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.

Parameters
ProfilingTypethis is the type of profiling file this is

This is meant to hold the name of the "sessions" that is occurring

◆ GetBuildNameForPerfTesting()

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()

◆ 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 :-(

◆ IsValidCPPIdentifier()

bool IsValidCPPIdentifier ( const FString &  In)

◆ SendDataToPCViaUnrealConsole()

void SendDataToPCViaUnrealConsole ( const FString &  NotifyType,
const FString &  FullFileName 
)

This makes it so UnrealConsole will open up the memory profiler for us

Parameters
NotifyTypehas the <namespace>:<type> (e.g. UE_PROFILER!UE3STATS:)
FullFileNamethe File name to copy from the console