Hardware Infos

Functions

Overview of all available Blueprint nodes, utilities, data structures, and enums for Hardware Infos.
HARDWARE INFOS (FAB Listing)

Hardware Infos — Functions

This page lists every Blueprint function available in the Hardware Infos plugin.


How These Functions Work

All getter functions share the same behaviour:

  • Blueprint Pure — they only read cached 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 searching Hardware in the Blueprint palette.

Because hardware queries can be expensive, avoid calling getAllDataHardware every frame. Call it once on Begin Play and store the result in a variable. For live RAM and VRAM updates, use refreshDynamicData on a timer instead.


Initialisation

getAllDataHardware

Collects all hardware data (CPU, GPU, RAM, Screen) and stores it in an internal cache. Call this once at startup — for example from Begin Play or Game Instance Init.

  • Returns: nothing
static void getAllDataHardware();

refreshDynamicData

Updates only the values that change over time: RAM usage and VRAM usage. All other data (CPU model, GPU name, total VRAM...) stays cached from the last getAllDataHardware call.

  • Returns: nothing
static void refreshDynamicData();

Call this every few seconds via a Timer by Event to keep RAM and VRAM usage current without the overhead of a full hardware scan.


Hardware Information

getHardwareData

Returns a complete hardware summary in a single call — CPU, GPU, RAM, and Screen combined.

  • Returns: FHardwareData
static FHardwareData getHardwareData();

Use this when you need everything at once, for example when writing a full system report to a log on launch.


getCpuData

Returns detailed information about the CPU.

  • Returns: FS_CPU_Infos
static FS_CPU_Infos getCpuData();
FieldTypeExample
InfosstringAMD Ryzen 7 5800X 8-Core Processor
CompanystringAMD / Intel
NamestringRyzen / Core / Core Ultra
Numberint7 (Ryzen 7, i9, Ultra 9)
SeriesCompletstring5800X / 13900K / 285K
Generationint5000 / 13000 / 200
Coreint8 (physical cores)
Threadsint16 (logical threads)
FrequencyMHzfloat3800.0
FrequencyGHzfloat3.8

Supported CPU families:

  • AMD Ryzen 5 / 7 / 9 (all generations)
  • Intel Core i3 / i5 / i7 / i9 (classic naming — 10th gen and up)
  • Intel Core Ultra 5 / 7 / 9 (200 series)

getGPUData

Returns detailed information about the GPU, including VRAM usage and driver version.

  • Returns: FS_GPU_Infos
static FS_GPU_Infos getGPUData();
FieldTypeExample
InfosstringNVIDIA GeForce RTX 4060 Ti
CompanystringNVIDIA / AMD / Intel
NamestringGeForce / Radeon / Arc
MarkstringRTX / GTX / RX / Pro / A / B
Modelstring4060 Ti / 7700 XT / A770
MinimumModelstring4060 / 7700 / A770
Seriesint4000 / 7000 / 700
TotalVRAM_MBfloat8192.0
TotalVRAM_GBfloat8.0
UsedVRAM_MBfloat3200.0
FreeVRAM_MBfloat4992.0
VRAMUsagePercentfloat39.1
DriverVersionstring31.0.15.5201

VRAM data is retrieved via DXGI (IDXGIAdapter3) — works on NVIDIA, AMD, and Intel GPUs without any third-party SDK.

Supported GPU families:

  • NVIDIA GeForce GTX / RTX (all series)
  • AMD Radeon RX / Pro (all series)
  • Intel Arc A-series / B-series

getRAMData

Returns information about system RAM — total, used, and free — in both MB and GB, plus virtual memory stats.

  • Returns: FS_RAM_Infos
static FS_RAM_Infos getRAMData();
FieldTypeExample
TotalRAM_MBfloat32768.0
TotalRAM_GBfloat32.0
UsedPhysical_MBfloat14200.0
FreePhysical_MBfloat18568.0
UsagePercentfloat43.3
TotalVirtual_MBfloat65536.0
FreeVirtual_MBfloat48000.0

For live updates, call refreshDynamicData on a timer rather than calling getRAMData every frame.


Display

getScreenResolution

Returns the player's current screen resolution, refresh rate, and aspect ratio. This function refreshes its data on every call.

  • Returns: FS_ScreenResolution
static FS_ScreenResolution getScreenResolution();
FieldTypeExample
Widthint1920
Heightint1080
RefreshRateint144
AspectRatiofloat1.777 (16:9)

getCurrentFPSLimit

Returns the FPS cap currently set via the t.MaxFPS console variable.

  • Returns: int0 typically means uncapped
static int32 getCurrentFPSLimit();

isVSyncEnabled

Returns whether VSync is currently active (r.VSync).

  • Returns: booltrue if VSync is on, false if off
static bool isVSyncEnabled();

Performance Monitoring

getFps

Returns the current framerate calculated from delta time. Connect the Delta Seconds output of your Event Tick node.

  • Input: float DeltaSeconds
  • Returns: int32
static int32 getFps(float DeltaSeconds);

getFpsApp

Returns the current framerate using FApp::GetDeltaTime() — no input required. Useful when you want FPS without hooking into Event Tick.

  • Returns: int32
static int32 getFpsApp();

Prefer this version for simplicity. Call it from a Timer by Event every second to display FPS in a HUD without using Tick.


Quick Reference

FunctionReturnsNotes
getAllDataHardwareCall once at startup
refreshDynamicDataCall on a timer for live RAM / VRAM
getHardwareDataFHardwareDataFull CPU + GPU + RAM + Screen
getCpuDataFS_CPU_InfosModel, generation, cores, threads, frequency
getGPUDataFS_GPU_InfosModel, series, VRAM, driver
getRAMDataFS_RAM_InfosTotal, used, free, virtual
getScreenResolutionFS_ScreenResolutionResolution, refresh rate, aspect ratio
getCurrentFPSLimitint32Active FPS cap
isVSyncEnabledboolVSync state
getFpsint32Requires Delta Seconds
getFpsAppint32No input needed