Hello everyone. help my find the c ++ code of this command
GetOwningPlayer()->ConsoleCommand(“stat fps”);
or if you don’t have access to a player:
GetWorld()->Exec() but this has limited command support
no no)) am I interested in the code of this command … what he looks like and how he counts the fps… there be a piece of code somewhere in the engine that is responsible for this command and counts the frames
Oh, then no sorry Unless it’s part of SFrameTrack
thanks)) and can you help me find this snippet of code here)?
I want to create an actor and extract from him the value of fps for my blueprint
I’m not a programmer) my game is 100% blueprint … but the problem is that I need the real value of fps … P.S I use fix frame rate 60/// and stat fps works perfectly) so i need to get his counts in my blueprint
A simple way could be to just find what the Delta is in a Tick method - that should be accurate.
hmmm - and the blueprint function you have there displays the same 60FPS results for the weak device?
You should use the node “Get World Delta Seconds” rather than the BP tick value as it can be set per BP.
The reason why the Stat FPS value is not equal to your value can also be because the Stat FPS is displaying the Editor frame time and not the Game frame time. Try running the game without the Editor and compare.
no no)) on a mobile device similar result … stat fps there works correctly … I have a very weak and very powerful mobile phone … at a very weak 26 frames … at a powerful 60 frames//
it doesn’t change anything
Yes, back to finding a way in c++
Here’s what I found in the stats function:
extern ENGINE_API float GAverageFPS;
can i create a blueprint that will issue FPS? for example to make it look like this …
Yes absolutely, here is a tutorial for adding Blueprint nodes for the c++ routines: