What problem does it solve? Diagnosing frame-rate drops, hitches, CPU/GPU bottlenecks, and memory growth in Unreal Engine projects requires knowing which profiler to use, which stat commands to run, and how to instrument your own C++ code — this Skill provides that measurement-first workflow grounded in UE 5.8 source. ## Core Features & Use Cases - Unreal Insights & Trace: Capture .utrace sessions with cpu/gpu/memalloc/memtag channels, navigate Timing Insights and Memory Insights, and run leak-hunt queries. - Stat command triage: Read stat unit to identify whether the game thread, render thread, GPU, or RHI thread owns the frame budget, with a full command reference table. - C++ instrumentation: Add named timers with DECLARE_CYCLE_STAT, SCOPE_CYCLE_COUNTER, TRACE_CPUPROFILER_EVENT_SCOPE, and CSV_SCOPED_TIMING_STAT, including cross-file stat patterns and Shipping-build constraints. - Memory profiling: Use memreport, LLM tags, and Insights Memory Insights queries to attribute allocations and find leaks. - Use Case: Your game hitches during level transitions. Run stat unit to confirm the game thread is the bottleneck, capture an Insights trace with memalloc and memtag channels, then run a Memory Leaks query across the transition to find surviving allocations. ## Quick Start Use the ue-profiling-and-optimization skill to help me find why my Unreal Engine 5.8 game is hitching and add timing instrumentation to the suspected subsystem.