![]() Note that replicated actors and RPCs are both included in bunches, so the "NumBytes" field in "SEND BUNCH" sections includes the bytes from "SEND RPC" and "REPLICATE ACTOR" sections. You can see which actors, properties, and remote functions were sent, as well as how many bytes each one contributed. This view breaks down the data that was sent on the currently selected frame. Note that the "Outgoing bandwidth" will be greater than the "Game socket send size" because "Outgoing bandwidth" includes an approximation of the IP and UDP header sizes as well. It shows raw totals as well as per-second information. This is a summary of the data for the time span that has been selected in the chart. For most stats, you can choose to show the raw count, the count per second, the number of bytes, or the number of bytes per second. Toggling the checkboxes will show or hide that particular stat in the graph. This is a list of all the stats tracked by the network profiler. You can click on a particular frame to populate the other views with the data associated with that frame, or click and drag across the graph to zoom in to that area and view a summary for that time span. Similar to charts in other profiling applications, it shows a graph of the enabled stats over time. The different areas of this tab are described in the following sections. nprof file and view the data contained within.īy default, the "Chart, Filters, Details" tab is selected. The network profiler is a standalone application located at /Engine/Binaries/DotNET/NetworkProfiler.exe.Īt the top of the window, click the "Open File" button to select a. ![]() When the current profiling session is stopped, this file will be renamed according to the scheme above and is then ready to be opened in the standalone tool. If you see a file named NetworkProfiling.tmp in the same folder, this is just the temporary file the engine uses while collecting data. The data file will be saved to /Saved/Profiling/-.nprof. Netprofile disable: stop recording if currently recording Netprofile enable: start recording if not already recording You can pass the networkprofiler=true command-line argument to record as soon as the engine starts up, but you can also use the following console commands at runtime to control the recording of network profiler data: To do this, you need to use a version of the engine with stat tracking enabled - usually this means either a debug build, or for non-debug configurations, an editor build (specifically, the engine should have been compiled with the STATS macro defined to a nonzero value). This is a good way to identify areas of a multiplayer game that use unusually high bandwidth, since you can see how much bandwidth individual actors, RPCs, and properties contribute to the total.īefore you can use the network profiler, you must record some data for it to analyze. The Network Profiler is a standalone tool that can be used to display network traffic and performance information that can be recorded by Unreal Engine (UE) as a game runs. Viewing a profile session in the Network Profiler application
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