Previous frame engine sleep/stall time

Does Unreal collect and store information about sleep/stall during previous frame (which is done for maintaining target framerate)? If yes, how can it be accessed from code?

I am working on some kind of task manager and want to know how much of those 16.6ms (60FPS) are actually used by engine and how much time is left for my needs.

Hi Exzerios, I can’t answer your question directly but you might be excited to know that Epic already provide this functionality as a part of the engine. UE4 has a rather extensive profiler for both CPU and GPU operations. There are a ton of commands and supporting systems, but to get started I’d recommend looking here: https://docs.unrealengine.com/en-us/Engine/Performance/StatCommands