All in One Benchmark 1.0.0
Run Benchmarks in Unreal
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Benchmark Assets

Instead of manually managing benchmarks the plugin als offers a way to store all relevant configurations in Data Assets.

Creating an Asset

First create a new Data Asset, by right-clicking in the content browser and choosing Miscellaneous -> Data Asset

When picking the Data Asset Class, choose Fts Benchmark Data Asset

The Benchmark Asset looks like this:

Property Description
Map Level to load for this benchmark (This only happens when using the Batching System)
Benchmark Sequence Tag Tag of the level sequence to play for this benchmark
Quality Preset An optional quality preset to be applied before the benchmark starts
Is Automation Test Toggles this benchmark to be considered for Automation Tests
Average Expected FPS If using automated testing, the test will fail if the average measured FPS is below this threshold
Min Expected FPS If using automated testing, the test will fail if the lowest measured FPS is below this threshold

Using an Asset

To make sure the asset can actually play the level sequence, place it in the Level (1), go to Details -> Actor (2) and add the tag named in the configuration (3).

To start a benchmark asset, make sure the map is loaded and call the Start Benchmark Preset Asset function during gameplay.

Primary Asset Support

Benchmark assets can be referenced as primary assets. (Which is required for the Batching System)

  1. Go to Edit -> Project Settings -> Asset Manager
  2. Add a new entry to the Primary Asset Types to Scan list
  3. Enter Benchmark as the Primary Asset Type
  4. Set the Asset Base Class to FtsBenchmarkDefinitionDataAsset
  5. Add a new entry to the Directories list and configure a path where the benchmark assets will be
  6. If the assets should be accessible in a shipping build go to Rules -> Cook Rule and set it to Always Cook

Once set up a restart may be required for Unreal to register the new asset type. Afterward the benchmark can be started with the Start Benchmark call of the system.