Focused reference · Unreal Engine 5.8
Instrumentation and exports
Use built-in trace events before inventing a custom event stream.
C++ instrumentation
- Wrap important CPU scopes with the
TRACE_CPUPROFILER_EVENT_SCOPE_*macro family. - Emit
TRACE_BOOKMARKfor infrequent state transitions such as entering a boss phase or opening a menu. - Use trace counters for quantities that change frequently: active enemies, queued requests, bytes, or pool occupancy.
- Use
LLM_SCOPEtags for memory categories that should appear in LLM and allocation traces.
Do not emit per-object bookmarks every frame. Excess instrumentation changes the workload and can make traces too large to analyze.
Export for repeatable analysis
Unreal Insights supports headless analysis and response commands. A representative invocation is:
UnrealInsights.exe -OpenTraceFile=path/file.utrace -AutoQuit -NoUI -ExecOnAnalysisCompleteCmd="@=D:\Tests\export.rsp"
Use TimingInsights.ExportTimerStatistics in the response workflow to export aggregate timer data for
named regions. Store the response file, capture contract, and threshold logic beside the test. Keep
raw .utrace files for regressions that require timeline inspection; CSV summaries cannot explain
dependencies or wait chains by themselves.