I have been using unreal insights to understand which parts of my code are slow, like so:
TRACE_CPUPROFILER_EVENT_SCOPE(“UpdateStaticMesh”)
This works somewhat, however it has a major flaw, this scope trace uses performance in and of itself, so in situations where the cost of the function is small, the trace can actually outweigh the cost of the function, thus totally skewing the true performance cost measurement of the function.
How do I deal with this problem?