CriWare Unreal Engine
Plug-ins for CriWare solutions.
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Atom Profiler

About

CRI Atom Craft provides a profiler function for debugging.
The Atom Profiler collects and visualizes the sound information played at runtime as a log.
For details, please refer to the CRI ADX In-Game Preview Manual.

Preparing the profiler

When using the Atom Profiler, the project file used to create the sound data is not required.
Also, the sound data used for profiling does not need to be created for In-Game Preview.

Preparing the UE project

When profiling a game running on the Unreal Editor

Enable "CriWare" -> "Use In-Game Preview" from the project settings.

When profiling a standalone game without using the Unreal Editor

Build your UE project with one of the following configurations.

  • Development
  • Debug
  • DebugGame

Before launching the game, specify UsesInGamePreview=True in CriWarePluginSettings in DefaultEngine.ini.
Then launch the game.

Using the profiler

Launch the Atom Profiler.
You can also launch it from CRI Atom Craft.

Select "Start" in the profiler window to begin profiling.

For more information about the profiler window, see the following page.

Attention
In Windows, Unreal Engine set application volume to 0 when the application lost the focus, then sounds are not audible.
Therefore, you may want to add the following to the DefaultEngine.ini file in the Config folder of the project to ensure sound audibility when the window focus is over the Atom Profiler window while profiling:

[Audio] <br> UnfocusedVolumeMultiplier=1.0 <br>

Save profiler logs

  1. Open the "Load Profiler Log" window from "Capture > Load Log..." on the menu bar of the profiler window.

  2. Select any log in the "Load Profiler Log" window.

  3. Click the "Open in Explorer" button.
  4. The selected log will be displayed in Explorer.

    If you require the profiler log for support purposes, please zip this data and send it to us.