Focused reference · Unreal Engine 5.8

Memory Insights

unreal-insights-profiling/references/memory-insights.md

Allocation tracing must be enabled from process start. For a packaged project, use Development mode.

MyGame.exe -trace=default,memory
MyGame.exe -trace=default,memory,metadata,assetmetadata

The metadata channels enable asset/class filtering but add trace cost and volume. Select them only when the question requires attribution at that level.

Query patterns

QuestionComparison/query
What is live at time T?live allocations at T, grouped by tag/callstack
What grew during action A?allocations between pre-A and post-A markers still live afterward
Is it a leak?repeat A several times; inspect monotonic retained growth after cleanup
What churns?high allocation/free event rate with limited net growth
Which asset/class owns memory?metadata/assetmetadata grouping and callstacks

Correlate detailed allocation graphs, LLM tag tracks, modules, and Timing events. Distinguish:

  • committed/resident/platform memory from traced allocations;
  • CPU memory from GPU memory;
  • cache growth that stabilizes from unbounded retained growth;
  • expected streaming residency from leaked ownership.

Capture startup when startup allocations matter. Late connect cannot reconstruct allocations made before the memory channel was active.