Debugging
Profile Memory Usage by Category with LLM
Unreal's Low Level Memory Tracker (LLM) breaks down live memory consumption by stat group: textures, meshes, audio, RHI, and more. Two commands and a launch flag give you a real-time on-screen readout.
memoryllmprofilingperformancestat
When a build is consuming too much memory and you need to know where it is going, stat LLMFULL gives you the breakdown by category live in the viewport.
Setup
Add -LLM to your launch arguments to enable the tracker:
bash
UnrealEditor.exe YourProject.uproject -LLMConsole Commands
bash
stat LLM // High-level categories (textures, meshes, audio…)
stat LLMFULL // Full breakdown with sub-categoriesRun stat LLMFULL in the Unreal console (backtick key) while the game is running to get the live on-screen overlay.
Key Categories to Watch
- Textures: often the biggest consumer; check streaming settings if high
- RHI: GPU resource allocations mirrored on CPU
- Meshes: static and skeletal mesh vertex/index data
- Audio: decoded audio buffers kept in memory
- UObject: Blueprint and asset object overhead
- EngineMisc: catch-all; worth drilling into if unexpectedly large
Additional Stat Commands
bash
stat unitgraph // Frame timing graph
stat memory // Simpler memory overview without LLMLLM has a small performance overhead but is the most precise way to understand memory usage across platforms. It works in editor, PIE, and standalone game modes.