In brief
- stat unit displays frame time and Game, Draw and GPU times to help identify potential bottlenecks.
- stat startfile saves measurement data to the Profiling folder; use stat stopfile to end the capture.
- Unreal Insights analyzes .utrace files; Timing Insights displays CPU and GPU traces.
- According to Unreal Insights documentation, Unreal Trace Server is enabled on desktop platforms starting with UE 5.3.
When a performance issue arises in an Unreal Engine project, the first step is to measure where it occurs. Epic Games’ official documentation explains how to view basic performance data by entering stat commands in the console while the project is running, then examine recorded traces in greater detail with Unreal Insights. This guide covers a workflow from measurement through analysis, particularly for real-time architectural visualization and interactive scenes.
1. Identify the overall bottleneck first
Run the project in Play In Editor (PIE) mode and enter the following command in the console:
stat unitThis command displays performance information under the Frame, Game, Draw, GPU, RHIT and DynRes headings. According to the documentation, Frame is the total time taken to produce a frame. If Frame time is close to Game time, the issue may lie on the Game thread; if it is close to Draw time, the render thread may be the source. GPU time shows how long the graphics card takes to render the scene. Treat these values as indicators that help guide further investigation, not as a definitive diagnosis.
Another useful starting point for an overview is stat sceneRendering. Epic describes it as a good place to begin investigating general areas of slowdowns in the rendering process. You can then choose a command based on what the measurements indicate: stat memory shows memory usage, stat streaming provides basic information about streamed assets, and stat lightRendering displays the time spent processing lighting and shadows.
stat sceneRenderingIf you need a list of commands, use stat help in the console. The documentation also notes that you can find commands in the Editor’s Stat menu by clicking the dropdown arrow next to the Viewport Setting button.
2. Save PIE measurements to a file
If real-time stats aren’t enough to capture the issue, save the statistics samples to a file. Start recording in the PIE console with:
stat startfileThe recording typically creates a .uestats file under Saved/Profiling/UnrealStats in the project folder. Be sure to stop the recording when you’re done:
stat stopfileThis step matters: according to the documentation, StartFile can continue recording in the background even after PIE is closed. Leaving a recording running can result in large .uestats files. To inspect the file, go to Tools > Session Frontend in the Unreal Editor menu, open the Profiler tab and select the file using Load. The captured data will then appear in Profiler.
3. Inspect traces with Unreal Insights
Unreal Insights is a collection of tools for capturing events from a project at high data rates, then analyzing and visualizing them. You can launch it from the Trace/Insights Status Bar Widget in the Editor. Trace sessions are stored in .utrace files; associated data may be found in .ucache files in the same location.
To start an analysis, double-click a saved session in the Session Browser, or select it and click Open Trace. You can locate a .utrace file elsewhere using the Open Trace menu; dragging and dropping the file into the Unreal Insights window is another option described in the documentation. Live sessions appear in the list with a LIVE status and update in real time as you inspect them.
The Timing Insights window lets you view CPU and GPU traces and see how long tasks take. Use Memory Insights to investigate memory usage and call stacks, and Asset Loading Insights to examine how long assets take to load and the order in which they load. Choosing the tool that matches the issue helps keep the investigation focused.
4. Adapt the workflow for architectural visualization
If you notice stuttering, slow responses or loading delays in an interactive architectural scene, start by measuring with stat unit. Note whether the results point to Game, Draw or GPU; rather than making an optimization decision based on a single snapshot, measure again in the same scene under similar conditions. Then capture a stats recording or an Unreal Insights trace, depending on how much detail you need.
For scene transitions and level loading status, use stat levels. The command shows whether levels are active, visible, loading, unloading or in the preloading stage, as well as the time from the loading request to completion. stat streaming can help assess memory usage for streamed content, while stat lightRendering can help investigate lighting and shadow processing. These indicators help architectural teams choose which scene or rendering stage to investigate; on their own, they don’t require changing any particular setting.
Unreal Insights documentation states that Trace Server is enabled on all desktop platforms starting with UE 5.3. You can set a different folder for storing traces and add additional trace folders. Before sharing analysis files, teams should check which folder is in use and whether the recording has finished. The steps here are based on commands and tools in Epic Games’ Unreal Engine documentation; since the documentation doesn’t specify hardware requirements or licensing conditions for this workflow, no specific recommendation can be made about them.
Common mistakes
Forgetting to stop a recording after
stat startfile: recording may continue even after PIE closes. Enterstat stopfilewhen you’re done.Assuming
.uestatsand.utraceare the same type of recording: the official documentation associates these extensions with different workflows. Open.uestatsrecordings in the Session Frontend Profiler and.utracetraces in Unreal Insights.Treating the first value you see as the definitive cause:
stat unitindicates potential bottlenecks; use the relevant recording and analysis tools for a closer investigation.
Sources
2 sourcesSource texts are not republished; short quotes are marked, everything else is our own summary and commentary.
For offices in Turkey preparing interactive architectural presentations, this workflow offers a measurable starting point for determining whether to look for a performance issue on the Game, Draw or GPU side. This helps teams decide what to investigate before changing the scene.
However, taking measurements alone won’t improve performance; the data must be interpreted correctly and the appropriate analysis tool used. Managing recording files consistently and remembering to run `stat stopfile` are important in practice. Since the documentation doesn’t specify hardware or licensing conditions, offices should validate the workflow with their own systems and project versions.
Frequently asked questions
How can you identify a performance bottleneck in Unreal Engine?
The `stat unit` command displays performance information, including Frame, Game, Draw and GPU times. If Frame time is close to Game or Draw time, that may indicate a potential bottleneck on the corresponding thread.
How do you stop a stat startfile recording in Unreal Engine?
Enter `stat stopfile` in the PIE console. Recording can continue after PIE closes, so run the command when you’ve finished measuring.
What file type does Unreal Insights open?
Unreal Insights can open and analyze `.utrace` trace files. You can inspect `.uestats` files using Profiler in Session Frontend.



