# Is it possible to monitor CPU and GPU usage in a UE4 game through Blueprints?

**URL:** <https://forums.unrealengine.com/t/is-it-possible-to-monitor-cpu-and-gpu-usage-in-a-ue4-game-through-blueprints/282035>\
**Category:** Blueprint\
**Tags:** gpu, Procedural-Generation, ram, unreal-engine, CPU, memory, question\
**Created:** [April 29, 2014, 6:04pm UTC](https://forums.unrealengine.com/t/is-it-possible-to-monitor-cpu-and-gpu-usage-in-a-ue4-game-through-blueprints/282035 "2014-04-29T18:04:13Z")\
**Posts on this page:** 1\
**Showing post:** 2

<div class="post-metadata">

**Author:** ![Shadowriver](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Shadowriver](https://forums.unrealengine.com/u/Shadowriver)\
**Post date:** [April 29, 2014, 11:24pm UTC](https://forums.unrealengine.com/t/is-it-possible-to-monitor-cpu-and-gpu-usage-in-a-ue4-game-through-blueprints/282035/2 "2014-04-29T23:24:27Z")

</div>

There 2 ways i know to monitor

1.“stat” command, it a eries of monitoing tools there few of them, type in stat and you will have suggestions

2.There profiler in Window-\>Session Frontend-\>Profiler Tab, which allows you to record function call and then compare them against a lot of stats

You mean how to make new nodes? That easy 🙂 you just flag functions in UFUNCTION and they turn in to new once

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — https://unrealcommunity.wiki/! You will be able to find content from...

---

_[View the full topic](https://forums.unrealengine.com/t/is-it-possible-to-monitor-cpu-and-gpu-usage-in-a-ue4-game-through-blueprints/282035)._
