Functions
Hardware Infos — Functions
This page lists every Blueprint function available in the Hardware Infos plugin.
How These Functions Work
All functions share the same behaviour:
- Blueprint Pure — they only read data, never modify any state. Safe to call as many times as needed.
- Blueprint Callable — accessible directly in any Blueprint graph.
- Category
HardwareInfos— find them quickly by searchingHardwarein the Blueprint palette.
Because these functions query system hardware, avoid calling them every frame. Instead, call them once on Begin Play and store the result in a variable.
Hardware Information
These functions return structured data about the player's hardware components.
getHardwareData
Returns a complete hardware summary in a single call — CPU, GPU, and RAM combined.
- Returns:
FHardwareData
static FHardwareData getHardwareData();
Use this when you need all hardware info at once (e.g. logging a full system report on launch).
getCpuData
Returns detailed information about the CPU.
- Returns:
FS_CPU_Infos
static FS_CPU_Infos getCpuData();
| Field | Example |
|---|---|
| Company | AMD |
| Name | RYZEN |
| Number | 7 |
| Series Complete | 5800X |
| Series | 5000 |
| Core | 8 |
getGPUData
Returns detailed information about the GPU.
- Returns:
FS_GPU_Infos
static FS_GPU_Infos getGPUData();
| Field | Example |
|---|---|
| Company | NVIDIA |
| Name | GEFORCE |
| Mark | RTX |
| Model | 4060 Ti |
| Minimum Model | 4060 |
| Series | 4000 |
getRAMData
Returns information about the system's RAM — total memory, available memory, and usage.
- Returns:
FS_RAM_Infos
static FS_RAM_Infos getRAMData();
Performance Monitoring
getFps
Returns the current framerate calculated from delta time.
- Input:
float deltaSeconds— pass the Delta Seconds output from your Event Tick node - Returns:
int
static int getFps(float deltaSeconds);
getFps_V2 instead.getFps_V2
Returns the current framerate using an improved method — no delta time input required.
- Returns:
int - Added: 24/07/2025
static int getFps_V2();
Prefer this version for simplicity. Call it from a Timer by Event every second to display FPS in a HUD without using Tick.
Display Settings
getScreenResolution
Returns the player's current screen resolution.
- Returns:
FS_ScreenResolution(containsWidthandHeightas integers)
static FS_ScreenResolution getScreenResolution();
getScreenRefreshRate
Returns the monitor's refresh rate in Hz (e.g. 60, 144, 240).
- Returns:
int
static int getScreenRefreshRate();
getCurrentFPSLimit
Returns the FPS cap currently set in the game or system settings.
- Returns:
int(0typically means uncapped)
static int getCurrentFPSLimit();
isVSyncEnabled
Returns whether VSync is currently active.
- Returns:
bool—trueif VSync is on,falseif off
static bool isVSyncEnabled();
Quick Reference
| Function | Returns | Category |
|---|---|---|
getHardwareData | FHardwareData | Hardware |
getCpuData | FS_CPU_Infos | Hardware |
getGPUData | FS_GPU_Infos | Hardware |
getRAMData | FS_RAM_Infos | Hardware |
getFps | int | Performance |
getFps_V2 | int | Performance |
getScreenResolution | FS_ScreenResolution | Display |
getScreenRefreshRate | int | Display |
getCurrentFPSLimit | int | Display |
isVSyncEnabled | bool | Display |