There no way to do that in blueprint, but you can do that via C++
If you really want it, you can easy expose it, just create C++ class (any class, can be object), inside it’s class deceleration in header file (.h) place this:
UFUNCTION(BlueprintPure, Category = "Hardware")
static FString GetPrimaryGPUBrand();
and in cpp:
FString UClassNameHere::GetPrimaryGPUBrand() {
return FGenericPlatformMisc::GetPrimaryGPUBrand();
}
Problem is it will return primery GPU of system, which does not need to be one used by renderer (RHI), in order to find one used by RHI you would need to dive deep in to it, i tried to find it in breath search but i didn’t find it… you would need to get it from native device which return library (DX or OpenGL) context object and from there to get a device name. FNullDynamicRHI::RHIGetNativeDevice | Unreal Engine Documentation