Use Memory Snapshot to capture a snapshot of memory usage from a connected client during a play session. Memory Snapshot displays a breakdown of estimated memory usage across assets loaded on your island, helping you identify which assets are consuming the most memory and impacting performance.
Use Memory Snapshot to:
Investigate high memory usage
Find out what is driving the Memory Usage metric in the Spatial Profiler or the Game Performance report
Review memory impact across asset types and object types
Track down assets contributing to performance issues
Navigate directly to referenced assets within your project
Spatial Profiler visualizes performance and memory data across the island, while Memory Snapshot provides a detailed breakdown of the assets contributing to memory usage.
Track Memory Against Your Project Limit
UEFN recalculates your island's publishing memory on every cook, so you can track it against the publishing memory budget while you work instead of finding out when you publish.
The memory thermometer no longer appears in running sessions. Use the Game Performance report and the Spatial Profiler to check memory usage.
Memory Calculation: Open the Memory Calculation from the Spatial Profiler Editor tab to see your island's publishing memory value. Each session launch and each pushed change produces a new value.
Game Performance report: The Game Performance report at the bottom of the editor flags your island when it is over budget.
Per-asset breakdown: The Memory Calculation shows which assets contribute the most to your publishing memory value.
When your island is over the publishing memory budget, use the per-asset breakdown in the Memory Calculation to find which assets are responsible. See Launch a Memory Calculation.
You can also use Memory Snapshot through the UEFN MCP, so an AI agent can capture and read performance data for you. See Profiling Your Island with the UEFN MCP.
Memory Snapshot measures runtime memory: what a running client has loaded right now. Use it to investigate the Memory Usage metric in the Spatial Profiler Live view or the Game Performance report. Memory Snapshot does not report against the publishing memory budget, and its values do not exactly match the Memory Calculation.
Using Memory Snapshot
You can open Memory Snapshot from the Spatial Profiler.
Memory Snapshot supports locally launched PC clients and mobile clients. Memory Snapshot is not available for Remote PC or console play sessions.
Open Memory Snapshot from Spatial Profiler
To open Memory Snapshot from the Spatial Profiler:
In the Spatial Profiler, click Memory Usage.
In the metric description panel, click Take Snapshot.
The Memory Snapshot window opens and captures a snapshot from the connected client.
Review Memory Usage
After a snapshot is captured, the Memory Snapshot window displays a breakdown of estimated memory usage for loaded assets within the connected client session.
Snapshots represent currently loaded assets only.
The snapshot includes:
Estimated memory usage
Asset impact percentages
Reference counts
Asset hierarchy information
Referenced asset relationships
Use this information to identify assets with:
High memory usage
Large project impact
Unexpected references
Excessive resource usage
Refresh Memory Data
Memory usage information may not immediately refresh after updating or removing assets during a play session.
If your changes require Push Changes, pushing updates refreshes the connected session and updates the Memory Snapshot data.
When testing Verse logic, devices, or gameplay systems, restarting the session before capturing another Memory Snapshot can help produce more accurate results. Restarting the session clears unused objects from memory and refreshes the session before capturing a new snapshot.
Memory Snapshot Window
The Memory Snapshot display is divided into multiple panels that help organize and investigate memory usage information.
You can dock the Memory Snapshot window within your UEFN workspace for quicker access.
Toolbar
The toolbar contains controls used to capture and manage Memory Snapshot insights.
Control | Description |
Take Memory Snapshot | Captures a new memory snapshot from the connected client. |
Hide External Objects | Hides objects that are external to the current project. Assets that are not visible are not included. |
Only Persistent | Shows only the objects that live in the Persistent Level package. Objects from other packages are excluded. |
Only Scene Graph | Shows only the Scene Graph objects. |
Client Name | Displays the connected client name. |
Snapshot Timestamp | Displays when the snapshot was captured. |
Estimated Memory Breakdown Bar
The Estimated Memory Breakdown Bar displays a visual breakdown of estimated memory usage across object categories in the hierarchy.
Each section of the bar represents a portion of total estimated memory usage based on the currently displayed object tree.
Use the breakdown bar to quickly identify:
Large asset categories
Memory-heavy object groups
Areas worth investigating further
Search and Filter Controls
Use the search bar to locate specific assets or object names within the snapshot.
The Filter menu contains additional options for refining the displayed results.
Filter Option | Description |
Show only the Persistent Level Objects | Shows only objects in the persistent level. |
Show only the Scene Graph Objects | Shows only Scene Graph objects, sorted into entities and components. |
Hide objects External to the Project | Hides objects that are not part of the current project. Enabled by default. |
Hide objects with No Referencing Actors | Hides objects that are not referenced by any actor. Enabled by default. |
Hide objects with No Estimated Memory | Hides objects with no estimated system or video memory usage. Enabled by default. |
Hide objects with Low Total Estimated Memory | Hides objects with exclusive estimated memory usage below 1 MiB. |
Hide objects with Low Total Impact | Hides objects with an impact percentage below 1%. |
These filters help reduce visual clutter and focus the snapshot on assets with the largest impact on island memory usage.
Filter by Object Type
Use the Filter by Persistent Level Objects and Filter by Scene Graph Objects filters to find which objects use the most memory. You can use each filter on its own or turn on both.
Filter by Persistent Level Objects limits the hierarchy to objects in the persistent level.
Filter by Scene Graph Objects limits the hierarchy to Scene Graph objects and sorts them into entities and components.
The Scene Graph filter does not show how entities and components relate to each other. Use it to find which entities and components use the most memory, then review those entities in your project.
Object Hierarchy Panel
The Object Hierarchy Panel displays project objects in a categorized tree view.
Objects are grouped into categories such as:
Uncategorized
Texture
Static Mesh
Material Instance
Material Instance Dynamic
Material
Each category expands the hierarchy and displays individual objects associated with that asset type.
After you apply a filter, sort by Estimated Size or Impact to bring the objects with the most memory usage to the top.
Hierarchy Columns
Use these columns to compare assets and identify objects with large memory impact or excessive references.
Sorting by Estimated Size or Impact can help identify assets with high memory usage quickly.
The Object Hierarchy Panel contains the following columns:
Column | Description |
Hierarchy | Displays project objects and assets organized in a hierarchical list view. Right-click an asset entry in the Hierarchy column to access additional options, including Expand Subtree, Expand Critical Path, copy options, and export options for saving visible or complete hierarchy data to a file. |
Estimated Size | Displays the estimated memory usage for both system memory (RAM used by CPU) and video memory (memory used by the GPU), in MiB. |
Impact | Displays the percentage impact on estimated memory usage. |
References | Displays the number of asset references. |
Hover over a column header to display additional column options. The column menu includes ascending and descending sorting, column visibility settings, additional column types, and layout reset options for customizing the hierarchy view.
Asset Details Panel
Selecting an object from the hierarchy displays additional asset information in the Asset Details Panel.
The panel displays:
Asset name
Asset preview image
Estimated memory size
Reference information
Reference By relationships
The Reference By section displays where the selected asset is referenced within the project.
This information can help identify:
Unexpected dependencies
Duplicate usage
Assets contributing heavily to memory usage
Navigate to Referenced Assets
The Asset Details Panel includes a navigation button next to referenced assets.
Clicking the navigation button opens the actor referencing the selected asset within the project, helping you investigate where the asset is being used and identify potential sources of high memory usage.
Use this workflow to:
Locate assets with high memory usage quickly
Review asset setup
Optimize textures or meshes
Investigate unintended references