Performance and scalability
Inspect, debug & dataAdjust scalability and console variables and take performance snapshots of the running session.
What it’s for
This area measures and tunes how fast your scene renders, in the editor or during Play-In-Editor. Your assistant can apply scalability presets and console variables, turn on stat overlays, and save timing and memory snapshots to disk. It changes how the running session renders and reports. It does not change your assets.
Ask for it when a scene runs slow and you want to know why, or when you want consistent settings
before a benchmark. Your assistant can lower quality for a higher frame rate, show overlays like
stat unit or stat gpu, record a stat capture to open in the UE Profiler,
or write a memory report to find heavy textures and meshes.
It also covers common cost centers: Nanite, LOD bias, texture streaming, occlusion culling, World Partition, draw calls, and merging grouped static actors to cut draw calls.
For deeper CPU and GPU traces, see Unreal Insights traces. This area writes lighter stat files and snapshots.
Things you can ask
Get a slow scene running faster
Quality drops to a performance baseline and a live frame breakdown appears on screen.
You: This map runs slow. Drop quality for speed and show me the frame breakdown.
Switched to the performance baseline and turned on the stat unit overlay.Record a profile for the UE Profiler
You get a .uestats capture of the scene to open in the profiler.
You: Record a stat capture while this scene plays so I can profile it.
The capture is saved at Saved/Profiling/UnrealStats/scene.uestats.Find what is using memory
A detailed memory report shows which classes and packages use the most RAM.
You: Something is eating memory. Give me a detailed breakdown.
I wrote a detailed memory report to Saved/Profiling/MemReports/report.memreport.