
Unreal Insights CLI
FreeStreamline Unreal Engine trace capturing and analysis.
Free · Opens the source repo
What Unreal Insights CLI does
The Unreal Insights CLI skill provides a command-line interface for accessing Unreal Insights trace capture and export workflows on Windows. This tool is designed for developers and designers working with Unreal Engine, particularly those who need to capture performance data and analyze it efficiently. With support for Unreal Engine versions 5.3 and 5.5, this CLI skill enables users to orchestrate trace sessions, manage trace stores, and export detailed performance metrics through straightforward commands.
Users can initiate trace sessions, set the state of trace captures, and inspect trace store files using simple command-line instructions. The CLI supports various operations, including starting and stopping continuous capture sessions, exporting timing and counter data, and even analyzing summaries of trace data. This makes it a valuable tool for performance profiling and debugging in game development, allowing teams to identify bottlenecks and optimize their projects effectively.
The skill also features a GUI co-pilot option that keeps the Unreal Insights GUI open, allowing users to visualize their trace data in real-time. This dual approach—command-line and GUI—offers flexibility for different workflows, whether you prefer scripting your tasks or using a graphical interface for analysis. The CLI commands return JSON outputs, providing structured data that can be easily integrated into automated workflows or further analysis.
Overall, this skill is ideal for Unreal Engine developers looking to enhance their performance analysis capabilities without the overhead of complex setups or manual processes. Its straightforward command structure and compatibility with headless timing exporters make it a practical choice for both individual developers and larger teams.
When to use it
Use this tool when you need to automate trace capturing and analysis for Unreal Engine projects, particularly in a Windows environment.
When not to use it
This skill is not suitable for non-Windows environments or for users who do not have Unreal Engine installed, as it relies on specific Unreal Engine tools and configurations.
What you can build with it
Automating Performance Profiling
Use the CLI to automate the capture of performance traces during gameplay sessions, making it easier to identify bottlenecks.
Real-time Analysis
Keep the Unreal Insights GUI open while capturing traces to monitor performance in real-time, allowing for immediate adjustments.
Batch Exporting Data
Utilize batch commands to export multiple performance metrics at once, streamlining the data collection process for large projects.
How to install Unreal Insights CLI
View source1. Install with the skills CLI
npx skills add hkuds/cli-anything/cli-anything-unrealinsights --agent claude-code2. Or install it manually
Download the skill folder and drop it into ~/.claude/skills/ for all projects, or .claude/skills/ to scope it to one repo. Restart Claude Code so it picks up the new skill.
Anthropic's agentic coding CLI, and the reference implementation of Agent Skills. Drop a skill folder into ~/.claude/skills and Claude Code loads it automatically whenever a task matches the skill's description. Claude Code docs
Inside SKILL.md
Written by hkudscli-anything-unrealinsights
Use this CLI when you need agent-friendly access to Unreal Insights trace capture and exporter workflows on Windows.
Prerequisites
- Windows
- Unreal Engine tools installed with
UnrealInsights.exe - Verified with UE 5.5; headless timing exporters include compatibility handling for UE 5.3-style command parsing where possible
- Optional explicit env vars:
UNREALINSIGHTS_EXEUNREAL_TRACE_SERVER_EXEUNREALINSIGHTS_TRACE
Core Commands
Backend discovery
cli-anything-unrealinsights --json backend info
To use a source-built engine's matching UnrealInsights.exe:
cli-anything-unrealinsights --json backend ensure-insights `
--engine-root 'D:\code\D5\d5render-ue5_3'
This first looks for Engine\Binaries\Win64\UnrealInsights.exe under the
specified engine root, then builds it with that engine's Build.bat if needed.
Trace session state
cli-anything-unrealinsights trace set D:\captures\session.utrace
cli-anything-unrealinsights --json trace info
Trace Store discovery
cli-anything-unrealinsights --json store info
cli-anything-unrealinsights --json store list --live-only
cli-anything-unrealinsights --json store latest --set-current
Capture orchestration
cli-anything-unrealinsights --json capture run `
--project 'D:\Projects\MyGame\MyGame.uproject' `
--engine-root 'D:\Program Files\Epic Games\UE_5.5' `
--output-trace D:\captures\boot.utrace `
--channels "default,bookmark" `
--exec-cmd "Trace.Bookmark BootStart" `
--wait --timeout 300
You can also keep using the explicit form:
cli-anything-unrealinsights --json capture run `
'D:\Program Files\Epic Games\UE_5.5\Engine\Binaries\Win64\UnrealEditor.exe' `
--target-arg 'D:\Projects\MyGame\MyGame.uproject'
Continuous capture session control
cli-anything-unrealinsights --json capture start `
--project 'D:\Projects\MyGame\MyGame.uproject' `
--engine-root 'D:\Program Files\Epic Games\UE_5.5' `
--output-trace D:\captures\live_session.utrace
cli-anything-unrealinsights --json capture status
cli-anything-unrealinsights --json capture snapshot D:\captures\live_snapshot.utrace
cli-anything-unrealinsights --json capture stop
This is the preferred flow when an agent needs to start profiling now and stop or snapshot later in a follow-up turn.
If a tracked capture session is still running, capture start now requires
--replace so the previous process is stopped before a new one is launched.
Live trace control backend
$env:UNREALINSIGHTS_LIVE_EXEC='ushell-wrapper --pid {pid} --cmd "{cmd}"'
cli-anything-unrealinsights --json live processes
cli-anything-unrealinsights --json live trace-status --pid 1234
cli-anything-unrealinsights --json live bookmark --pid 1234 "BeforeExport"
cli-anything-unrealinsights --json live stop-trace --pid 1234
Live command delivery requires UNREALINSIGHTS_LIVE_EXEC or --backend-command.
If no backend is configured, live commands return a JSON error and do not claim
success. live stop-trace stops trace collection without killing the UE process;
capture stop still terminates the harness-launched process tree.
GUI co-pilot
cli-anything-unrealinsights --json gui status
cli-anything-unrealinsights --json gui open --trace D:\captures\session.utrace
cli-anything-unrealinsights --json gui open-latest
GUI commands omit -NoUI and -AutoQuit so Unreal Insights remains open.
Offline exporters
cli-anything-unrealinsights --json -t D:\captures\session.utrace export threads D:\out\threads.csv
cli-anything-unrealinsights --json -t D:\captures\session.utrace export timer-stats D:\out\stats.csv --region=EXPORT_CAPTURE
cli-anything-unrealinsights --json -t D:\captures\session.utrace export counter-values D:\out\counter_values.csv --counter=*
Prefer equals-form wildcard filters such as --timers=* and --counter=*.
The harness passes simple values to UnrealInsights without inner quotes so
wildcards remain usable inside -ExecOnAnalysisCompleteCmd.
Batch response files
cli-anything-unrealinsights --json -t D:\captures\session.utrace batch run-rsp D:\out\exports.rsp
Analyze summaries
cli-anything-unrealinsights --json -t D:\captures\session.utrace analyze summary --out D:\out\summary
cli-anything-unrealinsights --json analyze summary --skip-export --out D:\out\summary
The summary reports top timers, focused GameThread/RenderThread/RHIThread hotspots, wait/task-related timers, counter peaks, and uncovered domains for future Memory/Network/Slate/Asset/Cooking analysis.
analyze summary also returns export_status and
summary.diagnostics.export_status_counts so agents can distinguish successful
exports from trace/filter combinations that completed but produced no rows.
JSON Output Guidance
- Prefer
--jsonfor agent workflows. - Export commands return:
trace_pathexec_commandoutput_filesoutput_statusstatus_messagelog_pathexit_codewarningserrorssucceeded
- Capture returns:
commandtrace_pathtrace_existstrace_sizepidorexit_code
- Continuous capture status returns:
pidrunningtarget_exeproject_pathtrace_pathtrace_sizestarted_at
- Trace Store commands return:
store_dirtrace_counttraceslatest
- Live commands return:
pidlive_commandbackendexit_codesucceeded
- Analyze summary returns:
exportsexport_statussummary.top_timerssummary.focus_threadssummary.wait_timerssummary.counter_peakssummary.diagnosticssummary.uncovered_domains
Treat output_status == "ok" as a materialized export. Treat
output_status == "no_output" as an empty trace/filter result, not a backend
crash. Use exporter_error, process_failed, and timed_out for retry or
debugging decisions.
Notes
- v1 is Windows-first.
- v1 includes Trace Store browsing, GUI open/status, pluggable live command delivery, and timing/counter summaries.
capture stopis a best-effort stop of the harness-launched process tree.capture snapshotis a best-effort filesystem snapshot of the active trace.- Regression tests auto-discover the UE
example_trace.decomp.utracesample when present; the binary trace is not vendored.
Frequently asked questions about Unreal Insights CLI
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