Focused reference · Unreal Engine 5.8
Memory profiling
Memory Insights
Start allocation tracing with the process:
MyGame.exe -trace=default,memory
MyGame.exe -trace=default,memory,metadata,assetmetadata
Use marked A/B timestamps to query allocations live at a point, retained across an action, freed during an interval, or monotonically growing across repetitions. Metadata improves asset/class attribution but increases trace volume. Late connect cannot reconstruct allocations made before tracing began.
Low-Level Memory Tracker
Launch with -LLM for tagged totals or -LLMCSV for periodic CSV under Saved/Profiling/LLM.
Inspect stat LLM, stat LLMFULL, stat LLMPlatform, and stat LLMOverhead where available. Default
tracker allocations are a subset of platform tracker totals; do not add them together.
Asset/AssetClass tag sets are Experimental and add memory/runtime overhead. Use them only for targeted diagnosis and record that overhead.
Interpretation
- growth that stabilizes may be an intentional cache; prove its cap and eviction;
- repeated retained growth after teardown suggests surviving ownership;
- high alloc/free rate with stable total is churn, not a leak;
- LLM category attribution and detailed allocation callstacks answer different questions;
- GPU resources, driver memory, mapped files, and platform allocations may not equal UObject estimates.