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

Go to the source code of this file.

Enumerations

enum  EStreamingStatus {
  LEVEL_Unloaded , LEVEL_UnloadedButStillAround , LEVEL_Loading , LEVEL_Loaded ,
  LEVEL_MakingVisible , LEVEL_Visible , LEVEL_Preloading , LEVEL_FailedToLoad ,
  LEVEL_MakingInvisible , LEVEL_StreamingStatusCount
}
 

Functions

CORE_API int32 GetChangeListNumberForPerfTesting ()
 
CORE_API FString GetBuildNameForPerfTesting ()
 
CORE_API void SendDataToPCViaUnrealConsole (const FString &NotifyType, const FString &FullFileName)
 
CORE_API FString CreateProfileFilename (const FString &InFileExtension, bool bIncludeDateForDirectoryName)
 
CORE_API FString CreateProfileFilename (const FString &InFilename, const FString &InFileExtension, bool bIncludeDateForDirectoryName)
 
CORE_API FString CreateProfileDirectoryAndFilename (const FString &InSubDirectoryName, const FString &InFileExtension)
 

Enumeration Type Documentation

◆ EStreamingStatus

Here are a number of profiling helper functions so we do not have to duplicate a lot of the glue code everywhere. And we can have consistent naming for all our files.

Enumerator
LEVEL_Unloaded 
LEVEL_UnloadedButStillAround 
LEVEL_Loading 
LEVEL_Loaded 
LEVEL_MakingVisible 
LEVEL_Visible 
LEVEL_Preloading 
LEVEL_FailedToLoad 
LEVEL_MakingInvisible 
LEVEL_StreamingStatusCount 

Function Documentation

◆ CreateProfileDirectoryAndFilename()

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

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

◆ CreateProfileFilename() [1/2]

CORE_API 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]

CORE_API 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.

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()

CORE_API 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()

CORE_API int32 GetChangeListNumberForPerfTesting ( )

This will get the version that should be used with the Automated Performance Testing If one is passed in we use that otherwise we use FApp::GetEngineVersion. 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 :-(

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 :-(

◆ SendDataToPCViaUnrealConsole()

CORE_API 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