I’m new to unreal engine so apologies if this is a dumb question with an obvious answer that I’ve missed, but I’ve looked pretty extensively and I cannot find any way to view basic stats, essentially the equivalent to stat game
or stat unit
for a dedicated server in either the editor or in a packaged build.
My understanding is that for any game that would put a dedicated server into production, you’d at the bare minimum need to ensure that the game thread time is less than the server tick time, and in a multiplayer context this could vary greatly depending on the numbers of players and AI spawned in one server. However, I can’t find any way to view this basic information. I’ve tried launching the server with -console
, -AllowCommandletRendering
, or with execCmds="stat game"
, none of this provides any output or gives me a server with an interactable console that I have access to in a non dedicated server build. Am I totally missing something here? Or is this usually logging that devs implement themselves?
Note that I’m not talking about network profiling or bottlenecks, I know there are separate network profilers for that and can already see some of that info from stat net on the client. I specifically want to be able to see the game thread time relative to server tick for computation heavy tasks at high player/actor counts.
Thanks,