Integrating Insomniac Games MemTrace Tool into Unreal Engine 4 – Part 1

THIS is what I love the most about the game industry, it’s full of talented people who are always willing to share their experiences and tools to help benefit others in the same industry!

To summarize, Insomniac Games are sharing their in-house memory tracing tool with the rest of the world, below are just some of the features (excerpt from their public GitHub repo)

  • Lightweight C++ runtime component with network recording
  • CRT heap hooking on Windows
  • Full support for custom heaps and allocators
  • Supports displaying and analyzing fragmentation for custom heaps
  • Can display a delta between two arbitrary points in time
  • …Plus much more

IG-MemTrace tool is split into two components, a network listener app written in C#, this one you use to record, parse, and analyze traces, and a C++ runtime component which should be integrated with the target code base.


Memory Profiling in Unreal Engine 4

For memory profiling in UE4 you have a number of options:

On the highest level you have the allocator stats – basically the kind of information you get after every level load – by default it should spit out logs similar to the following:

LogMemory: Memory total: Physical=63.9GB (64GB approx)
LogMemory: Platform Memory Stats for Windows
LogMemory: Process Physical Memory: 277.77 MB used, 277.77 MB peak
LogMemory: Process Virtual Memory: 282.28 MB used, 282.28 MB peak
LogMemory: Physical Memory: 13391.09 MB used, 65480.22 MB total
LogMemory: Virtual Memory: 669.84 MB used, 8388608.00 MB total

Next, there are multiple stat commands you can use to check some memory usage in run-time:

  • Stat Memory
  • Stat MemoryPlatform
  • Stat MemoryStaticMesh

Then there are multiple commands to dump memory-related data, a shortcut to do that is to use the memreport command (with optional -full additional argument for even more data). This in turn runs a list of pre-specified commands in sequence to dump different types of information (check BaseEngine.ini under MemReportCommands and MemReportFullCommands for more details). An example on how to use that could be found on Unreal’s Blog.

And finally, there’s the new and experimental stat-based memory profiler. Unfortunately the last time I checked in 4.13 it was not very usable due to the performance overhead, slowness of parsing the information, dependency on the stat system, and the fact that the results are just dumped to excel files.


New Memory Profiler

For me, the required features for a memory profiler were:

  • Covers both direct malloc calls as well as custom allocators
  • Records allocation callstacks, which helps in both optimizing memory usage and tracking memory leaks
  • Includes actor / component type per allocation when relevant
  • Includes asset name / path per allocation when relevant
  • Low to Moderate runtime overhead
  • An external tool to display and manipulate the results, which has to be very responsive even when handling massive amount of data
  • No dependency on Unreal’s stat system, for two reasons
    • Due to the Stat system performance and memory overhead
    • To be usable in Test and Shipping configurations

Nice to have features:

  • Add ability to manually start / stop capturing multiple times per session
  • Add ability to automatically parse and upload results after capturing is done

Since IG-MemTrace has most of these features already, it sounded like a pretty good choice. So let’s see it in action!


Integration Steps

Copying Files

I decided to give IG-MemTrace a shot and see how the tool fares when integrated with Unreal Engine 4. The steps were pretty straightfoward, as I needed to change nothing for the network listener C# app, building the solution ig-memtrace\tool\MemTraceUI.sln in Visual Studio was enough, which is what I did after copying over ig-memtrace\tool\ folder to MyGame\Source\Programs\

As for the C++ runtime component – which lies under ig-memtrace\runtime\, this had to be integrated with the CORE module in UE4. Hence I copied over *.cpp files to Engine\Source\Runtime\Core\Private\IGMemTrace and *.h files to Engine\Source\Rruntime\Core\Public\IGMemTrace.

The last part was to copy MinHook.x64.dll next to the application executable Engine\Binaries\Win64\ for editor builds, and MyGame\Binaries\Win64\ for non-editor (cooked) builds.


Setup & Configuration

The first time you launch MemTrace UI tool (C# listener) you are presented with a dialog to change default options, you must set the Trace Capture Directory before continuing:


I also set up my Symbol Paths to the folders containing both the editor as well as the game executables as follows:


Finally set the Bind Address to the IP of the machine on which you are running the tool:



Next Steps

In the next blog post I will discuss the required code changes for integrating IG-MemTrace into UE4, explain the memory profiling workflow, and share my suggestions for future improvements. Stay tuned, and don’t forget to follow my on Twitter to be notified when I post Part 2.

3 thoughts on “Integrating Insomniac Games MemTrace Tool into Unreal Engine 4 – Part 1

Add yours

  1. Nice work, waiting for the second part to try it (without re-engineering it all again myself). Thanks for sharing!

    Found a minor typo, you have copied the same “Engine\” path twice “copy MinHook.x64.dll next to the application executable Engine\Binaries\Win64\ for editor builds, and Engine\Binaries\Win64\” instead of XxxGame


    Liked by 1 person

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