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API > API/Runtime > API/Runtime/Engine
| Name | FEnginePerformanceTargets |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/Performance/EnginePerformanceTargets.h |
| Include Path | #include "Performance/EnginePerformanceTargets.h" |
Syntax
struct FEnginePerformanceTargets
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FEnginePerformanceTargets() |
Performance/EnginePerformanceTargets.h |
Functions
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static float GetHitchFrameTimeThresholdMS() |
The threshold that would be considered so bad that it would cause a hitch in gameplay (cosmetic only for reporting purposes such as FPS charts, should not be used in scalability code) | Performance/EnginePerformanceTargets.h | |
static float GetHitchToNonHitchRatio() |
For the current frame to be considered a hitch, it must have run at least this many times slower than the previous frame. | Performance/EnginePerformanceTargets.h | |
static float GetMinTimeBetweenHitchesMS() |
Minimum time passed before we'll record a new hitch. | Performance/EnginePerformanceTargets.h | |
static float GetTargetFrameTimeThresholdMS() |
The target threshold for frame time in miliseconds (cosmetic only and used for fps/stat display, should not be used in scalability code) Values below this will be green, values between this and the unacceptable threshold will be yellow, and values above that will be red | Performance/EnginePerformanceTargets.h | |
static float GetUnacceptableFrameTimeThresholdMS() |
The maximum threshold for an 'OK' frame time in miliseconds (cosmetic only and used for fps/stat display, should not be used in scalability code) Values above this will be red, values between this and the acceptable limit will be yellow, and values below will be green. | Performance/EnginePerformanceTargets.h |