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

  • FPSstat FPS

  • Unitstat Unit (Frame/Game/Draw/GPU/RHI timings)

  • GPUstat GPU (GPU passes & timings)

  • SceneRenderingstat SceneRendering (visibility, passes, draws)

  • Memory/SMstat Memory, stat Streaming, stat MemoryPlatform (depending on sub-buttons)

  • RHIstat 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 views

  • Physics → collision visualization, simplex views, etc.

Tips

  • Shift + Scroll → adjusts stat.maxpergroup live

  • Ctrl (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 /Game or a subfolder

  • Include 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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