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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <ChartCreation.h>
Inheritance diagram for FPerformanceTrackingChart:Chart for a single portion of gameplay (e.g., gameplay or in-game-shop or settings menu open) WARNING: If you add members here, you MUST also update AccumulateWith() as it accumulates each measure from another chart.
| FPerformanceTrackingChart::FPerformanceTrackingChart | ( | ) |
| FPerformanceTrackingChart::FPerformanceTrackingChart | ( | const FDateTime & | InStartTime, |
| const FString & | InChartLabel | ||
| ) |
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virtual |
| void FPerformanceTrackingChart::AccumulateWith | ( | const FPerformanceTrackingChart & | Chart | ) |
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inline |
| void FPerformanceTrackingChart::DumpChartsToOutputLog | ( | double | WallClockElapsed, |
| const TArray< const FPerformanceTrackingChart * > & | Charts, | ||
| const FString & | InMapName | ||
| ) |
| void FPerformanceTrackingChart::DumpChartToAnalyticsParams | ( | const FString & | InMapName, |
| TArray< struct FAnalyticsEventAttribute > & | InParamArray, | ||
| bool | bIncludeClientHWInfo, | ||
| bool | bIncludeHistograms = true |
||
| ) | const |
| void FPerformanceTrackingChart::DumpFPSChart | ( | const FString & | InMapName | ) |
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inline |
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inline |
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| double FPerformanceTrackingChart::GetTotalHitchFrameTime | ( | bool | bSubtractHitchThreshold = true | ) | const |
Sum of all recorded hitch lengths (in seconds)
| bSubtractHitchThreshold | Bias towards larger hitches by removing "acceptable" frame time |
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inline |
| void FPerformanceTrackingChart::PauseCharting | ( | ) |
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overridevirtual |
Implements IPerformanceDataConsumer.
| void FPerformanceTrackingChart::ResumeCharting | ( | ) |
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overridevirtual |
Implements IPerformanceDataConsumer.
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overridevirtual |
Implements IPerformanceDataConsumer.
| double FPerformanceTrackingChart::AccumulatedChartTime |
Total accumulated raw (including idle) time spent with the chart registered
| FHistogram FPerformanceTrackingChart::AsyncPackageQueueHistogram |
| bool FPerformanceTrackingChart::bIsChartingPaused |
| FDateTime FPerformanceTrackingChart::CaptureStartTime |
Start time of the capture
| FString FPerformanceTrackingChart::ChartLabel |
| FString FPerformanceTrackingChart::DeviceProfileName |
WARNING: This value could technically change while data collection is ongoing. Hanlding such changes is not handled by this code.
| FHistogram FPerformanceTrackingChart::DynamicResHistogram |
| int FPerformanceTrackingChart::FramesDisregarded |
Number of frames that were disregarded because the frame was too long. This is probably a clock glitch or an app returning from background, suspend, etc, and can really skew the data.
| FHistogram FPerformanceTrackingChart::FrametimeHistogram |
| FHistogram FPerformanceTrackingChart::HitchTimeHistogram |
| int32 FPerformanceTrackingChart::MaxDrawCalls |
Total number of draw calls made
| int32 FPerformanceTrackingChart::MaxDrawnPrimitives |
Total number of primitives drawn
| double FPerformanceTrackingChart::MaxFlushAsyncLoadingTime |
| uint64 FPerformanceTrackingChart::MaxPhysicalMemory |
| int32 FPerformanceTrackingChart::MaxPlayerTicks |
Total number of player ticks (note: it is up to the game to populate this field) WARNING: Legacy fields. These should more properly be handled by deriving the class and providing game-specific data as necessary.
| int32 FPerformanceTrackingChart::MaxVehicleTicks |
Total number of vehicle ticks (note: it is up to the game to populate this field) WARNING: Legacy field. These should more properly be handled by deriving the class and providing game-specific data as necessary.
| uint64 FPerformanceTrackingChart::MaxVirtualMemory |
| uint64 FPerformanceTrackingChart::MinAvailablePhysicalMemory |
| int32 FPerformanceTrackingChart::MinDrawCalls |
| int32 FPerformanceTrackingChart::MinDrawnPrimitives |
| uint64 FPerformanceTrackingChart::MinPhysicalMemory |
| int32 FPerformanceTrackingChart::MinPlayerTicks |
| uint64 FPerformanceTrackingChart::MinVirtualMemory |
| uint32 FPerformanceTrackingChart::NumFramesAtCriticalMemoryPressure |
| uint32 FPerformanceTrackingChart::NumFramesBound_GameThread |
Number of frames for each time of <boundtype>
| uint32 FPerformanceTrackingChart::NumFramesBound_GPU |
| uint32 FPerformanceTrackingChart::NumFramesBound_RenderThread |
| uint32 FPerformanceTrackingChart::NumFramesBound_RHIThread |
| int FPerformanceTrackingChart::StartBatteryLevel |
| float FPerformanceTrackingChart::StartTemperatureLevel |
| int FPerformanceTrackingChart::StopBatteryLevel |
| float FPerformanceTrackingChart::StopTemperatureLevel |
| double FPerformanceTrackingChart::TimeDisregarded |
Total time (sec) that were disregarded because the frame was too long. This is probably a clock glitch or an app returning from background, suspend, etc, and can really skew the data.
| int32 FPerformanceTrackingChart::TotalDrawCalls |
| int64 FPerformanceTrackingChart::TotalDrawnPrimitives |
| int32 FPerformanceTrackingChart::TotalFlushAsyncLoadingCalls |
| double FPerformanceTrackingChart::TotalFlushAsyncLoadingTime |
Total time spent flushing async loading (in seconds), and call count
| double FPerformanceTrackingChart::TotalFramesBoundTime_GameThread |
Time spent bound on each kind of thing (in seconds)
| double FPerformanceTrackingChart::TotalFramesBoundTime_GPU |
| double FPerformanceTrackingChart::TotalFramesBoundTime_RenderThread |
| double FPerformanceTrackingChart::TotalFramesBoundTime_RHIThread |
| double FPerformanceTrackingChart::TotalFrameTime_GameThread |
Total time spent on each thread (in seconds)
| double FPerformanceTrackingChart::TotalFrameTime_GPU |
| double FPerformanceTrackingChart::TotalFrameTime_RenderThread |
| double FPerformanceTrackingChart::TotalFrameTime_RHIThread |
| int32 FPerformanceTrackingChart::TotalGameThreadBoundHitchCount |
Total number of hitches bound by each kind of thing
| int32 FPerformanceTrackingChart::TotalGPUBoundHitchCount |
| uint64 FPerformanceTrackingChart::TotalPhysicalMemoryUsed |
| int32 FPerformanceTrackingChart::TotalPlayerTicks |
| int32 FPerformanceTrackingChart::TotalRenderThreadBoundHitchCount |
| int32 FPerformanceTrackingChart::TotalRHIThreadBoundHitchCount |
| uint32 FPerformanceTrackingChart::TotalSyncLoadCount |
Total number of sync loads
| int32 FPerformanceTrackingChart::TotalVehicleTicks |
| uint64 FPerformanceTrackingChart::TotalVirtualMemoryUsed |