Hi all — sharing a small open-source plugin we built for late-project memory work.
Memory issues in Unreal usually show up in real gameplay — a TextureGroup blows its budget, the streaming pool gets noisy, textures go soft, or you hit RAM/VRAM limits on one path. By the time a heavy profiler is attached, the context is gone.
WCW Memory Monitor is a C++ runtime HUD that puts these on the same overlay while you play:
• System RAM / VRAM
• Streaming TexturePool
• Per-TextureGroup use vs project budget
• LLM categories
• Selected RHI stats (Lumen, Nanite, shadows, etc.)
If a category is over budget, the line turns red. Record the session and the video is already a bug report — QA and artists can flag a spike without reading Unreal Insights.
Status
• Beta. Please sanity-check the numbers on your target — current behavior may change.
• Tested on UE 5.6 / 5.7 / 5.8.
• Works in Editor, Development, and Test, including packaged and console.
• Not loaded in Shipping.
• Win64 binaries on Releases. Source builds cover Windows and consoles; some OS-level counters are Windows-only. On console the HUD shows Unreal-side metrics (LLM, TextureGroup, RHI where available).
Install
- Close the editor
- Extract the zip that matches your engine version into Project/Plugins/
(result: Plugins/WcwMemoryMonitorModule/) - Open the project, enable if needed, restart
Write-up + demo
GitHub (source + Win64 zips)
Issues / feedback welcome, especially from large worlds and texture-heavy scenes. Please include engine version and whether you were in Editor or a packaged / console build.
Screenshot attached: TEXTUREGROUP_World at 550.9 MB against a 400 MB budget, live in-game.