Unreal Insights : network traffic on non-live trace

Hello!

When we open traces in Unreal Insights, sometime we observe a network traffic up to 66Mbits/s.

We are wondering why such a network traffic for a offline trace.

How can we remove this traffic?

Steps to Reproduce
Launch Unreal Insights

Open a trace

Observe the network traffic

Hi,

This would be the local network traffic from UTS (Unreal Trace Server) toward the Unreal Insights. When opening either a live or an offline trace from UI of Unreal Insights Frontend, the respective trace is provided by UTS using a local TCP connection. In this case, Unreal Insights (analysis / viewer mode) streams the utrace data directly from UTS based on a trace id (for details, see implementation of FStoreCborClient::ReadTrace(Id) from Engine\Source\Developer\TraceAnalysis\Private\Store\StoreClient.cpp). If the UTS is setup to run on a different machine, it would stream the trace over the network (but by default, the UTS would be local, so the traffic is only a local connection traffic).

Unreal Insights can also open a utrace file directly, if a utrace file is provided as command line argument or if a utrace file is dragged & dropped over an instance of Unreal Insights.

Cheers,

Ionut

Hello [mention removed]​

Thanks for the answer!

From what i checked, `FStoreCborClient::ReadTrace(Id)` is only called at the startup of the frontend and it is called by UpdateMetadata.

During the regular usage, there are a lot of UDP calls (in `bool FUdpMessageProcessor::EnqueueInboundSegment(const TSharedPtr<FArrayReader, ESPMode::ThreadSafe>& Data, const FIPv4Endpoint& InSender)` )

And it seems that it goes anywhere on our local network (I mean connecting to several computers).

So the fronEnd is constantly checking (so maybe the Unreal trace server) and I can understand.

But why, once the data is completly loaded, there are still network communications from or to the Unreal Insights which have the trace loaded?

I hope I am clear enough.

Unreal Trace Server only uses TCP connections (for receiving trace data from a runtime; for communicating with tools/Insights; for streaming a trace to Insights analysis). In Unreal Insights, UDP is used only by the Message Bus (see Session Frontend) to discover and communicate with other UE sessions (like Editor or a game session). Still, this is not expected to generate any significant network traffic.