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?
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.