UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
IPerformanceDataConsumer::FFrameData Struct Reference

#include <ChartCreation.h>

Public Member Functions

 FFrameData ()
 

Public Attributes

double DeltaSeconds
 
double TrueDeltaSeconds
 
double IdleSeconds
 
double IdleOvershootSeconds
 
double GameThreadTimeSeconds
 
double RenderThreadTimeSeconds
 
double RHIThreadTimeSeconds
 
double GPUTimeSeconds
 
double GameDriverTickFlushTimeSeconds
 
double DemoDriverTickFlushTimeSeconds
 
double DynamicResolutionScreenPercentage
 
double FlushAsyncLoadingTime
 
uint32 FlushAsyncLoadingCount
 
uint32 SyncLoadCount
 
int32 NumAsyncPackages
 
bool bBinThisFrame
 
bool bGameThreadBound
 
bool bRenderThreadBound
 
bool bRHIThreadBound
 
bool bGPUBound
 
EFrameHitchType HitchStatus
 

Constructor & Destructor Documentation

◆ FFrameData()

IPerformanceDataConsumer::FFrameData::FFrameData ( )
inline

Member Data Documentation

◆ bBinThisFrame

bool IPerformanceDataConsumer::FFrameData::bBinThisFrame

◆ bGameThreadBound

bool IPerformanceDataConsumer::FFrameData::bGameThreadBound

◆ bGPUBound

bool IPerformanceDataConsumer::FFrameData::bGPUBound

◆ bRenderThreadBound

bool IPerformanceDataConsumer::FFrameData::bRenderThreadBound

◆ bRHIThreadBound

bool IPerformanceDataConsumer::FFrameData::bRHIThreadBound

◆ DeltaSeconds

double IPerformanceDataConsumer::FFrameData::DeltaSeconds

◆ DemoDriverTickFlushTimeSeconds

double IPerformanceDataConsumer::FFrameData::DemoDriverTickFlushTimeSeconds

Duration of the replay networking portion of the frame. Can happen in a separate thread (not on servers).

◆ DynamicResolutionScreenPercentage

double IPerformanceDataConsumer::FFrameData::DynamicResolutionScreenPercentage

Dynamic resolution screen percentage. 0.0 if dynamic resolution is disabled.

◆ FlushAsyncLoadingCount

uint32 IPerformanceDataConsumer::FFrameData::FlushAsyncLoadingCount

Total number of times FlushAsyncLoading() was called this frame.

◆ FlushAsyncLoadingTime

double IPerformanceDataConsumer::FFrameData::FlushAsyncLoadingTime

Total time spent flushing async loading on the game thread this frame.

◆ GameDriverTickFlushTimeSeconds

double IPerformanceDataConsumer::FFrameData::GameDriverTickFlushTimeSeconds

Duration of the primary networking portion of the frame (that is, communication between server and clients). Currently happens on the game thread on both client and server.

◆ GameThreadTimeSeconds

double IPerformanceDataConsumer::FFrameData::GameThreadTimeSeconds

◆ GPUTimeSeconds

double IPerformanceDataConsumer::FFrameData::GPUTimeSeconds

◆ HitchStatus

EFrameHitchType IPerformanceDataConsumer::FFrameData::HitchStatus

◆ IdleOvershootSeconds

double IPerformanceDataConsumer::FFrameData::IdleOvershootSeconds

◆ IdleSeconds

double IPerformanceDataConsumer::FFrameData::IdleSeconds

◆ NumAsyncPackages

int32 IPerformanceDataConsumer::FFrameData::NumAsyncPackages

Number of async packages in the loading queue

◆ RenderThreadTimeSeconds

double IPerformanceDataConsumer::FFrameData::RenderThreadTimeSeconds

◆ RHIThreadTimeSeconds

double IPerformanceDataConsumer::FFrameData::RHIThreadTimeSeconds

◆ SyncLoadCount

uint32 IPerformanceDataConsumer::FFrameData::SyncLoadCount

The number of sync loads performed in this frame.

◆ TrueDeltaSeconds

double IPerformanceDataConsumer::FFrameData::TrueDeltaSeconds

The documentation for this struct was generated from the following file: