Underrated video, I wish Epic had a bunch of videos like this, short and too the point! I'm glad to see this at the top of Google's search results when searching for UE5 profiling.
For loops have terrible performance in blueprints because they are made out of other blueprint functions(they are macros). So, if you can do checks like this in C++, it'll run 1000 times faster. I think Epic is pushing Verse because blueprints based on it will run at near native speed. Theoretically, blueprints should run just as fast as C++ (they are really easy for a human to 'compile' into C++, so the editor should also be able to do that automatically). It's is a real limitation of the engine.
yea there something yet again work with my engine it shows nothing folder is empty it figures been dealing with set back for the last 3 year with unreal if its not one thing it another
It's stalling for something- meaning there is something processing (probably GPU) before CPU processes again. Check your detailed stats in editor (when playing) and see if it's the red line (CPU) or another line that's the highest
Any visual debugging like displaying linetraces slows the editor down as well. Personally i only run a game in Pie mode with the editor auto minimized (editor prefferences, minimize on pie launch). This gives the most representive fps other then running the game in standalone.
Interesting. Just when you think Unreal is the most complicated thing in the universe, you realise it's far more complicated than that. But, good to know and helpful, thanks.
Thanks for the video. Have you ever attempted to create a mobile version of any of your games? I tried with my first game, and it was challenging due to very limited resources. Despite the constraints, I managed to achieve results somewhat similar to the original. The process taught me a lot about optimizing my new games
ok tried again still not showing did find it but notice on yours its a uestat file like a square paper looked for mine its a folder when i open folder nothing there? is there another way to find it? also most of mine are all show GT tickable time tickablegameobjects time tick time ?
Sad to see it looks like 5.3 might have retired profiler. 5.2 it's still there. Unreal Insights is the replacement- though I haven't played much yet with Unreal Insights.
On the bright side 5.2 still open profiles created in 5.3. But we will both of engine version need to be installed in order to be able to examine their contents. @@NumenBrothers
@@codyozgaming9416 the problem is that the file type needs to be (profviz) in order to open it. I think using 5.2 is the way to go to open profilers files.
What an unfortunate timing with 5,3. This video shows a real bottleneck and a way to find it. No such video for Insights exists, it's just hours of Epic guys talking about nothing, no real problem resolution. The info how to use Insights literally does not exist on the internet.
If I release a proper game in the future, I'm sure it will be appropriately dissected and critiqued. And if it fails, then I don't have to waste your time with my array and bp bumblings ;)
in UE 5.3
Tools - Profile - Profile Data Visualizer
Amazing, thank you.
Okey, can fin the file in \Saved\Logs\profileViz, but, how can open ?
@@HipernovaGames got the same problem.. shit does not work
@@Skalbemann yes the same, can't open this log file
@@Skalbemann found the way - open an empty 5.2 project to see this log
Underrated video, I wish Epic had a bunch of videos like this, short and too the point! I'm glad to see this at the top of Google's search results when searching for UE5 profiling.
This is exactly the performance tests video i always wanted to see.
Thank you!
I did not search for this, but i was looking for this :D thank you so much!
This is so relevant for me at the moment, much appreciated.
For loops have terrible performance in blueprints because they are made out of other blueprint functions(they are macros). So, if you can do checks like this in C++, it'll run 1000 times faster. I think Epic is pushing Verse because blueprints based on it will run at near native speed. Theoretically, blueprints should run just as fast as C++ (they are really easy for a human to 'compile' into C++, so the editor should also be able to do that automatically). It's is a real limitation of the engine.
Thank you- sounds like you know much more about this than I do
Thank you so much for the video, it's exactly what I was looking for! :)
Very helpful, thank you so much for posting this!
yea there something yet again work with my engine it shows nothing folder is empty it figures been dealing with set back for the last 3 year with unreal if its not one thing it another
Wow! Totally helpful. Subbed.
I see CPU Stall at the bottom of the GameThread hierarchy -- not sure what it means or where else to look.
Thanks for the video
It's stalling for something- meaning there is something processing (probably GPU) before CPU processes again. Check your detailed stats in editor (when playing) and see if it's the red line (CPU) or another line that's the highest
Any visual debugging like displaying linetraces slows the editor down as well.
Personally i only run a game in Pie mode with the editor auto minimized (editor prefferences, minimize on pie launch). This gives the most representive fps other then running the game in standalone.
Interesting. Just when you think Unreal is the most complicated thing in the universe, you realise it's far more complicated than that.
But, good to know and helpful, thanks.
Thanks for the video.
Have you ever attempted to create a mobile version of any of your games?
I tried with my first game, and it was challenging due to very limited resources. Despite the constraints, I managed to achieve results somewhat similar to the original.
The process taught me a lot about optimizing my new games
Nope, I'm a PC man, through in through :)
ok tried again still not showing did find it but notice on yours its a uestat file like a square paper looked for mine its a folder when i open folder nothing there? is there another way to find it? also most of mine are all show GT tickable time tickablegameobjects time tick time ?
Great found it save the log but now its not showing up under profile log its empty ?
Unfortunaly i cant find a "Profiler" tab in Session frontend. UE version is 5.3.
Sad to see it looks like 5.3 might have retired profiler. 5.2 it's still there. Unreal Insights is the replacement- though I haven't played much yet with Unreal Insights.
On the bright side 5.2 still open profiles created in 5.3. But we will both of engine version need to be installed in order to be able to examine their contents. @@NumenBrothers
As the pinned comment says its now located in UE 5.3 at:
Tools - Profile - Profile Data Visualizer
@@codyozgaming9416 the problem is that the file type needs to be (profviz) in order to open it. I think using 5.2 is the way to go to open profilers files.
@@max3116 To be honest Unreal Insights isn't that much different, it just has a lot more functionality which seems to scare a lot of people.
Thank you for this!!!
What an unfortunate timing with 5,3. This video shows a real bottleneck and a way to find it. No such video for Insights exists, it's just hours of Epic guys talking about nothing, no real problem resolution. The info how to use Insights literally does not exist on the internet.
Very useful, thank you!
Thank you so much for this video, short and sweet! 👏👏👏
Love u man. U r a Life Savior ❤❤
Based, that's literally what I needed🥃
Very useful video 10/10
Jeeeeses thank u for this usefull video
I have on my side 3 tabs Console automation screen comparison no profiler tab?
check out the pinned comment: Tools -> Profile -> Profile Data Visualizer
the new engine very new is not showing what you have on screen must have been a update after you made this video
"whats causing my frame rate to drop?" my computer that can barely handle games after 2014 lmao
Does not work in ue5.3
check the pinned comment
Why not show us the array and bp work?
If I release a proper game in the future, I'm sure it will be appropriately dissected and critiqued. And if it fails, then I don't have to waste your time with my array and bp bumblings ;)
Nice thx 👍
Subscribed
this is treasure
thank you :D
Thanks
thx daddy
Great resource, thank you!