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How do we use the memory profiler to track memory usage between matches?

Is there a good way to do this? Is there a way to automate this?

Product Version: UE 4.9
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asked Nov 25 '15 at 01:34 PM in Using UE4

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avatar image Answers.Archive STAFF Nov 25 '15 at 01:34 PM

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avatar image Answers.Archive STAFF Nov 25 '15 at 01:34 PM

Yeah sure. Thanks for the answer.

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You can use the old memory profiler or the new stats based profiler. At this moment I recommend using the old system which has a tool to compare the memory usage.

To enable: In the BuildConfiguration.xml add bUseMallocProfiler with true

Memory profiling is usually a manual process. If you want to automate this:

You need to add a new enumeration to EProfilingPayloadSubType after SUBTYPE_LicenseeBase Add a new method like:

 void FMallocProfiler::SnapshotMemoryMyNewEnumeration(const FString& Tag)
 {
     if (GMallocProfiler && !GMallocProfiler->bEndProfilingHasBeenCalled)
     {
         GMallocProfiler->SnapshotMemory(SUBTYPE_SnapshotMarker_MyNewEnumeration, Tag);
     }
 }

Between matches you need to call: MALLOC_PROFILER( FMallocProfiler::SnapshotMemoryMyNewEnumeration( UniqueTag ); )

In the tool you need to add new marker here: MemoryProfiler2.EProfilingPayloadSubType

If you reload a map between matches, you can probably use existing tag, like SUBTYPE_SnapshotMarker_LoadMap_Start

To automate this you need to change the tool, probably add functionality to dump memory usage between SUBTYPE_SnapshotMarker_LoadMap_Start, but memory profiler has visible overhead and running profiler throughout several matches may generate enormous files. Tool is written in C# and it's kind of slow :) You should verify if automation process is really feasible.

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answered Nov 25 '15 at 01:34 PM

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