Advanced: Profiling - Theuntextured/AsyncConveyorPlugin GitHub Wiki
Unreal Insights
The plugin has compatibility with Unreal Insights, meaning that any function called within the plugin will show up in Unreal Insights. An example is shown below:
stat conveyors
Using the console command stat conveyors, you are able to view some information about the conveyor system in your world.
Cycle Counters
- Async Processing is anything which is running off the game thread, while Sync Processing is anything running on the game thread. Tasks running on your game thread will impact your fps, while anything else usually does not (unless your CPU is very outdated and has a very limited amount of threads).
Memory Counters
- Transform Buffers is the buffer of visible items which is pre-allocated in memory. This holds location and rotation (quaternion) of all visible items. To decrease this value, decrease "Transform Texture Max Height" in the Conveyor Manager's settings.
- Transform Textures is the same as Transform Buffers but it is stored on the GPU as a texture.
- Nodes & Connections Memory Pool is the total memory used by the system of nodes and connections created by conveyors. Affected by the number of conveyors and the number of nodes on each conveyor.
- Item Memory Pool is the amount of memory used by the items. Affected by the total amount of items on conveyors.
Counters
- Item Count - The total number of items on conveyors.
- Node Count - The total number of conveyor nodes. Affected by the number of conveyors and the number of nodes on each conveyor.
- Connection Count - The total number of conveyor connections. Affected by the number of conveyors and the number of nodes on each conveyor.
- Pending Async Actions - The total number of async actions (item insert, extract, query) per tick.
- Conveyor Spline Count - The number of conveyor connections that use splines.
- Visible Item Count - The number of items which are currently not being culled. To reduce it, lower the item cull distance, spread items out, decrease FOV and adjust the meshes' bounding boxes (in the static mesh settings).