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Descrizione

Drop-in game telemetry for Unreal Engine 5: automatic performance metrics, spatial event tracking, and an offline queue, streamed over HTTPS to the Framedash analytics platform. Free and source-included.

Framedash is a game analytics platform. This plugin is the Unreal Engine 5 client SDK: it collects performance telemetry and gameplay events from your game and sends them to your Framedash dashboard, where you can explore performance heatmaps, funnels, and build-over-build performance comparisons.

The plugin ships with full C++ source: a Runtime module plus an Editor module for the in-editor heatmap overlay. Its entry point is a Game Instance Subsystem, so you can auto-initialize from project settings with no code, or drive it from C++ or Blueprint.

Key features:

  • Automatic performance collection: frame time, GPU time, game-thread and render-thread timing, FPS, and memory, sampled every tick and emitted as a perf_heartbeat every 10 seconds.

  • Spatial event tracking: attach a world position and map id to any event to power spatial heatmaps on the dashboard.

  • Optional camera-direction capture: records the local player's camera yaw and pitch for the heatmap direction breakdown (on by default, skipped on dedicated servers).

  • Batched event buffering with configurable, per-event-name sampling.

  • Offline queue persistence: unsent events are written to disk on shutdown or after retry exhaustion and replayed on the next launch (on by default, capped at 1,000 events).

  • Session id and device metadata, with a developer-supplied player id as the only identity field (no PII is auto-collected).

  • Map and level load-time capture (BeginMapLoad / EndMapLoad / ReportMapLoad).

  • Optional disk-read I/O metrics (bytes, time, ops), off by default.

  • Automated profiling sessions for CI: tag a run with build metadata so builds can be compared with the Framedash perf-diff tooling.

  • HTTPS transport with compact Protobuf serialization (via bundled nanopb), retries, and a cross-origin redirect credential-leak defense.

  • Fail-safe by design: an SDK fault never throws out of a public method and never crashes or disrupts the game.

  • In-editor quickstart sample: a copyable, editor-only C++ actor that sends a real event from a Play-in-Editor session so you can see a point on a heatmap before wiring telemetry into your game.

Getting started in 3 steps:

  1. Add the plugin to your project and add "Framedash" to your module's PrivateDependencyModuleNames in Build.cs.

  2. In Config/DefaultGame.ini, set your ApiKey and bAutoInitialize=True under [/Script/Framedash.FramedashSettings] (or set them in Project Settings > Plugins > Framedash).

  3. Press Play. The subsystem auto-initializes, collects performance metrics, and flushes batched events to your dashboard. Call Framedash->Track(EventName, MapId, Position) to record gameplay events.

Service requirement:

Framedash is a hosted analytics service. This plugin sends telemetry to the Framedash backend and requires a Framedash account and an API key to store and visualize data. A free tier is available at https://framedash.dev. The plugin also compiles against a self-hosted or local ingest endpoint via the configurable EndpointUrl setting, and its source, samples, and documentation have standalone value for building and inspecting the client integration.

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