Profiling
- Open the "Performance Explorer"
- Right click on a project - "Start profiling"
- If asked to upgrade your profile, say yes
- Switch of sampling on your target until at the point you want to profile.
- Once you are finished look at the .vsp file, it may take some processing to show up
- You need to sample long enough to get some moderaly accurate samples
- Current View (top selection box): Modules is very useful in Unreal as you might want to differentiate between your code and engine code.
- Sample for long enough to get > 1 samples in functions you care about (or enough in functions you don't to eliminate the need to care). More samples makes your game perform slower!
- If you don't have "Collect Samples" ticked at launch it will complain about not having any executables selected for profiling, that's okay.
- I've found that sometimes the application doesn't launch through the performance explorer, in which case you can simply launch normally and "attach"
- When you stop profiling and first see the result you see a time line in seconds - you can select a section of this to generate data from, by default the whole time is used.
- On that same summary page - top rightish, there is an option to "Show Just My Code", this is very helpful to getting to the bits you are working on.
Unreal editor - finding your update code - look here:
UE4Editor-UnrealEd.dll
-FEngineLoop::Tick
--GuardedMain
---WinMain
----_tmainCRTStartup
-----UE4Editor.exe
------My update functions should be here