Core Features
1) Profile - “Instant stat stacks & visualizers”
Profile is a quick-access control center for common console stats and debug visualizations. There’s no scanning, it’s all about speed while iterating.
Sections & Buttons (what they do)
General
FPS →
stat FPSUnit →
stat Unit(Frame/Game/Draw/GPU/RHI timings)GPU →
stat GPU(GPU passes & timings)SceneRendering →
stat SceneRendering(visibility, passes, draws)Memory/SM →
stat Memory,stat Streaming,stat MemoryPlatform(depending on sub-buttons)RHI →
stat RHI(draw calls, primitives)Screenshot Preset → set common res (e.g., 1920×1080), then capture using UE’s built-in screenshot key
Custom Command → inline text box to send any console command
Nanite
Overview → Shows Nanite overview panel
Triangles / Clusters / Instances → cycles Nanite views (cluster complexity, instance density)
Raster Mode / Picking / Mask → Nanite debugging modes for proxy vs nanite, selection, culling mask
Lumen
Global Illumination / Reflections / Detail Traces → visualizes Lumen GI/reflection contribution and tracing detail
Card Placement / Radiance Cache / Geometry-Normal → internal Lumen diagnostics to see surfel/card placement and cache usage
Shadows
Shadow Map / Distance Field / VSM/Virtual Shadow Maps → preview shadow techniques & cost
Overdraw → toggle overdraw visualization (material/transparency hotspots)
Lighting
Light Complexity → visualize lighting cost by pixel
Volumetrics / Fog → enable/inspect volumetric fog & scattering
Bounce/Indirect (if configured) → quick look at indirect lighting contribution
World Partition & HLODs
WP Cells → show loaded cell bounds for World Partition
HLOD Preview → inspect hierarchical LODs and transition distances
Gameplay & AI / Physics (if used in your build)
AI Debug Hooks → forwarders to common
ai.debug viewsPhysics → collision visualization, simplex views, etc.
Tips
Shift + Scroll → adjusts
stat.maxpergroupliveCtrl (in Perfector) → resets Profile toggles to default
Combine FPS + Unit + GPU to triangulate CPU vs GPU bound in seconds.
2) Analyze - “Scan the level and list every problem”
Analyze runs configurable checks across the current level and returns a ranked list with severity, explanation, and what to do.
Setup (choose what to scan)
Checks are grouped; enable what you need:
Meshes
Excessive Triangles (threshold: default
10,000)Why it matters: Overly dense meshes spike GPU raster & memory.
Perfector flags: StaticMeshes in the level whose LOD0 Tris > threshold and not Nanite.
Fix guidance: Enable Nanite, reduce LOD0 density, or add proper LODs.
Missing LODs
Why: No LODs = wasted GPU on distance.
Flags: StaticMeshes with 0 or 1 LODs and not using Nanite.
Fix: Generate LODs in editor or reimport with LODs.
Missing Nanite
Why: High-poly meshes benefit massively from Nanite.
Flags: Mesh supports Nanite (tri/feature thresholds) but
bNaniteEnabled = false.Fix: Turn on Nanite, avoid on small/animated/translucent meshes.
Empty Meshes
Why: Broken references hurt stability & scans.
Flags: Actors with StaticMeshComponent but null mesh.
Fix: Reassign or remove.
Duplicate Meshes
Why: Bloat & draw redundancy.
Flags: Multiple identical meshes used where instancing or HISM would be better.
Fix: Merge, instance, or convert to HISM where appropriate.
Complex Collision
Why: Expensive physics & nav interactions.
Flags: UseComplexAsSimple enabled where simple collision is viable.
Fix: Generate simple collision.
Materials
High Instruction Count (e.g., >300)
Too Many Texture Samplers (e.g., >12)
Expensive Blend Modes (Translucent/Two-Sided where opaque works)
What to do: Simplify graphs, use VT/packed textures, avoid per-pixel branches.
Lighting
High Lightmap Resolution (threshold per asset)
Overlapping UVs (>5–10%)
Too Many Shadow-Casters in cell/cluster
What to do: Lower resolutions where safe, fix UV unwraps, cull shadows on non-critical actors.
Textures
Oversized Maps (e.g., 8k used at 0.25 screen size)
Mismatched Compression
No Mipmaps on large assets
What to do: Resize, adjust LOD bias, turn on mipmaps.
Blueprints
Tick-Heavy Actors (too many ticking components)
Construction Script Work (expensive ops each load)
What to do: Gate tick, event-driven logic, cache work.
Scan Settings
Folder: Restrict to
/Gameor a subfolderInclude Child Levels: Scan loaded sub-levels
Severity Weights: Optional scale for how warnings are ranked
Results (how to read them)
Filters: Meshes / Materials / Lighting / Textures / Blueprints / All
Search: Type to narrow to name or issue
Copy: Right-click → copy path or entry
What to do panel (tooltip)
Each result includes:
What it is (impact, why it matters)
What to do (step-by-step fix suggestion)
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