Focused reference · Unreal Engine 5.8
Network, task graph, and UI traces
Networking Insights
Start each relevant client instance with:
-trace=net -NetTrace=1
When tracing an editor instance to a separate local Insights store, add -tracehost=localhost as
required. Choose verbosity greater than zero and raise it only when the missing packet detail justifies
the overhead.
Inspect packet sizes/timeline, connection direction, object/property/RPC content, inclusive/exclusive Net Stats, frequency, bursts, and retransmission/transport context. Optimize semantic frequency and payload ownership before compressing an already-wrong replication pattern.
Task Graph
Use:
-trace=default,task
Inspect task prerequisites, worker occupancy, critical path, parent waits, queue delay, and task size. Do not split work into smaller tasks when scheduling overhead already dominates; do not merge tasks when one serial task blocks the frame and parallelism is available.
UI and Slate
Triage with stat slate, stat ui, and widget-specific tools. Enable the built-in Slate Insights
plugin and capture with -trace=slate. In Slate Frame View, correlate invalidation reasons, update
reasons, layout/prepass, paint, volatility, draw-element growth, and Game/Render thread cost. Repeated
full-tree invalidation or per-frame binding work is usually a structural issue; confirm it in the trace
before adding caches or invalidation panels.