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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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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) |
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 | |
| CORE_API FString CreateProfileDirectoryAndFilename | ( | const FString & | InSubDirectoryName, |
| const FString & | InFileExtension | ||
| ) |
This will create the directories and the file name all in one function
| 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.
| ProfilingType | this is the type of profiling file this is |
| 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.
| ProfilingType | this is the type of profiling file this is |
This is meant to hold the name of the "sessions" that is occurring
| 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()
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 :-(
| CORE_API 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 |