RenderDoc is a free standalone open-source graphics debugger that you can use to perform single-frame captures of an application, such as Unreal Engine 4 (UE4). The capture is loaded into RenderDoc to inspect what is happening on the GPU through the events, API, and much more, in full detail.
Installing RenderDoc
RenderDoc is an open-source graphics debugger that is free, and available to download and install from RenderDoc.org.
The list of supported operating systems and APIs below reflect what RenderDoc currently supports, which may differ from what UE4 supports. For the latest updates, see RenderDoc's FAQ page.
Supported Operating Systems |
Windows 7 and 10 |
Linux |
Android |
Google Stadia |
Nintendo Switch |
Supported APIs |
Vulkan |
D3D11 |
D3D12 |
Open GL3.2+ |
Open GL ES 2.0 - 3.2 |
Enabling RenderDoc Plugin
The RenderDoc plugin does not need to be enabled to use RenderDoc with an Unreal Engine project. The standalone RenderDoc works with the UE4 executable. See RenderDoc Documentation to follow their setup guide.
Unreal Engine 4 provides a plugin that makes it easy perform a next-frame capture from within the Editor and automatically open that in RenderDoc. Use the steps below to enable it in your project:
- Navigate to the main menu and select Edit > Plugins to open the Plugins browser.
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You can find the RenderDoc Plugin under the Rendering category, or simply use the search bar at the top of the Plugins browser window.
- Place a check in the box next to Enabled, and when prompted, restart the editor.
Once the Editor restarts, the Level Viewport will contain a new UI button on the top right. You can use this to perform a capture.

Performing a Frame Capture
The steps below describe at a high level how to perform a single-frame capture with your UE4 project using the integrated RenderDoc plugin or directly from RenderDoc application.
Further details on functionality and use of RenderDoc can be found in RenderDoc Documentation.
RenderDoc Plugin
The following steps are used to capture a frame using UE4's RenderDoc Plugin:
- Enable the RenderDoc plugin for your project.
- Open your project and scene where you want to perform a capture.
- Click the RenderDoc Capture button in the Level Viewport.
Click image for full size.
RenderDoc Application
The following are the high-level steps required to capture a frame using UE4 with the standalone RenderDoc executable:
- Configure RenderDoc to launch your game or the UE4Editor.exe with the appropriate command line arguments.
Enable Capture Child Processes when launching with the UE4Editor.exe.
- Launch the executable.
- Press the F12 hotkey to perform a frame capture.
For full details on setting up RenderDoc, launching an application and performing a frame capture, see the RenderDoc Getting Started Guide.
Project Settings
Use the Project Settings window to set additional RenderDoc Plugin settings. From the main menu, select Edit > Project Settings and then under the Plugins category, select RenderDoc.

Property | Description |
---|---|
Frame Capture Settings | |
Capture all activity | When enabled, RenderDoc captures all activity in all viewports and Editor windows for the entire frame instead of only the current viewport. |
Capture all call stacks | When enabled, RenderDoc captures call stacks for all API calls. |
Reference all resources | When enabled, RenderDoc includes all rendering resources in the capture, even those that have not been used during the frame. |
Save all initial states | When enabled, RenderDoc always captures the initial state of all rendering resources, even if they are not likely to be used during the frame. |
Advanced Settings | |
Show help on startup | When enabled, a help window with RenderDoc is shown on Editor startup. |
Use the RenderDoc crash handler | If enabled, the RenderDoc crash handler is used if a crash occurs. |
RenderDoc executable path | Sets the path to the RenderDoc executable to use. |
Additional Notes and Resources
- See RenderDoc Documentation for further reading on RenderDoc use and analysis of frame captures.
- The RenderDoc Plugin was created and developed by Fredrik Lindh ("Temaran") for UE4. For additional information, see the RenderDoc GitHub respository.