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How to show FPS ingame?

Hi, I know how to show FPS in the editor, but how to show them while playing?

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asked Mar 23 '14 at 09:09 PM in Using UE4

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Albert Espín
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avatar image Midsoft Games Sep 07 '16 at 09:37 PM

1) In the level blueprint, create an Event BeginPlay. 2) Add an Execute Console Command. 3) The command will be "Stats FPS". 4) Connect the Event BeginPlay with the Execute Console Command.

In the toolbar, hit "Launch" to test it, because if you will play it in the editor, you won't be able to see the FPS.

avatar image robotnicbw Oct 18 '16 at 01:34 PM

the command should be "stat fps", not "stats fps".

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5 answers: sort voted first

It's possible to show FPS on mobile iOS/Android?


1) Open Level Blueprint from toolbar

2) Add function 'Execute Console Command'

3) Enter 'stat FPS' in 'Command' field

4) Attach 'Event Begin Play' to 'Execute Console Command'

5) Click 'Compile' in toolbar

6) Run on device

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answered Mar 24 '14 at 03:25 PM

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avatar image NeroViper Nov 26 '14 at 03:23 PM

old thread but in case anyone was wondering: you can also access the console commands in mobile with 4 finger tap

avatar image Craftiernemesis Mar 29 '16 at 01:28 AM

How did you know that ? :D , It works.

avatar image gnuchev Sep 07 '16 at 09:11 PM

Thank you, it's very helpful!

avatar image sws_s4 Aug 19 '18 at 07:31 PM

Can I suck u ? xD


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Console Command

press ~


 stat fps

As a Console Command At Level Start



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answered Mar 23 '14 at 09:10 PM

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avatar image Albert Espín Mar 23 '14 at 09:16 PM

Thanks, Rama, you're everywhere! Apparently in some keyboards it's the ^ key. Is there a way to make it also show when playing in "Selected Viewport"?

avatar image Rama Mar 23 '14 at 09:18 PM

you're welcome!

please check mark my reply above if it answered your question, and try to comment on my answer to keep everything in one place :)

avatar image Albert Espín Mar 23 '14 at 09:58 PM

Checked. The console command works great, done just as in Kismet.

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'stat unit' may be also useful. This will show game and render thread times.

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answered Mar 24 '14 at 03:49 PM

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I did not find the standard function to get the frame rate in C++ so I get them this way:

Tick execute in second so many times how many frames per second is displayed, so you can count how many times was called tick per second using a timer.

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 void AGameCharacter::BeginPlay()
         FTimerHandle FPSTimerHandle;
         GetWorld()->GetTimerManager().SetTimer(FPSTimerHandle, this, &AGameCharacter::ShowFrameRate, 1.f, true);
     int FPS = 0;
     void AGameCharacter::Tick( float DeltaTime )
     void AGameCharacter::ShowFrameRate()
         GEngine->AddOnScreenDebugMessage(0, 1.f, FColor::Yellow, "FPS: " + FString::FromInt(FPS) + " ms: " + FString::SanitizeFloat(FApp::GetDeltaTime() * 1000));
         FPS = 0;

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answered Jul 02 '15 at 03:51 PM

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avatar image Asad_kaleem Sep 30 '16 at 09:57 AM

Hi Syntopia! Can you tell me how to stop this timer after 30 seconds in showframerate() function.

avatar image Syntopia Sep 30 '16 at 03:58 PM

As a variant, you can create another timer, so that he called 1 time after 30 seconds launch.

GetWorld()->GetTimerManager().SetTimer(SomeTimerHandle, this, &AGameCharacter::StopShowFrameRate, 30.f, false);

StopShowFrameRate() { GetWorld()->GetTimerManager().ClearTimer(FPSTimerHandle); }

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You can get stat fps data directly from engine. It stores in global engine variables GAverageFPS and GAverageMS (defined in UnrealEngine.cpp for use with extern). It calculates every engine tick by the next algorithm:

 // Calculate the average frame time via continued averaging.
 static double LastTime    = 0;
 double CurrentTime        = FPlatformTime::Seconds();
 float FrameTime            = (CurrentTime - LastTime) * 1000;
 // A 3/4, 1/4 split gets close to a simple 10 frame moving average
 GAverageMS                = GAverageMS * 0.75f + FrameTime * 0.25f;
 LastTime                = CurrentTime;
 // Calculate average framerate.
 GAverageFPS = 1000.f / GAverageMS;

I'm looking now for a stock functionality to get it in blueprint, but if there is no such, you can create yours. Example:

 float UMyFunctionLibrary::GetAverageFPS()
     extern ENGINE_API float GAverageFPS;
     return GAverageFPS;

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answered Apr 05 '18 at 11:43 AM

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avatar image Thunderreed Jul 10 '18 at 03:32 AM

I am wondering if I need to get GAverageFPS from a plugin, then how should I do to get this variable?

avatar image polterageist Jul 10 '18 at 04:44 PM

Exactly the same way as I showed above. Type "extern ENGINE_API float GAverageFPS;" inside the plugin's function. Here is no difference.

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