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Network metrics require Unreal Engine 5.7 or later. On older engine versions, this setting has no effect.
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When **Collect network metrics** is enabled, the SDK periodically polls Unreal Engine's network metrics database (`UNetworkMetricsDatabase`) and emits gauge metrics for the active network session. These metrics are only collected when a `UNetDriver` is present — that is, during multiplayer sessions (client connected to a server, or a server with connected clients). In singleplayer games without networking, no metrics are emitted.
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The engine only populates the network metrics database when the `net.EnableNetStats` console variable is set to `true`. Add the following to your `DefaultEngine.ini` to enable it:
| `game.perf.net.num_clients` | Gauge | Number of connected clients (server only) |
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| `game.perf.net.ping_client_avg` | Gauge (ms) | Average ping across all clients (server only) |
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| `game.perf.net.ping_client_max` | Gauge (ms) | Maximum ping across all clients (server only) |
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| `game.perf.net.in_rate_client_avg` | Gauge (bytes/sec) | Average incoming bandwidth per client (server only) |
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| `game.perf.net.out_rate_client_avg` | Gauge (bytes/sec) | Average outgoing bandwidth per client (server only) |
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| `game.perf.net.sat_connections` | Gauge | Connections skipped due to bandwidth saturation (server only) |
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Not all metrics are available in every context — client-specific metrics (ping, jitter) are only populated on clients, while server-specific metrics (num_clients, per-client stats, saturation) are only populated on servers. Listen servers report both sets.
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The **Network metrics sample interval** setting controls how often network stats are polled. The default value of 10 seconds provides good visibility into network health without excessive overhead.
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