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 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 searching Hardware in 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();
FieldExample
CompanyAMD
NameRYZEN
Number7
Series Complete5800X
Series5000
Core8

getGPUData

Returns detailed information about the GPU.

  • Returns: FS_GPU_Infos
static FS_GPU_Infos getGPUData();
FieldExample
CompanyNVIDIA
NameGEFORCE
MarkRTX
Model4060 Ti
Minimum Model4060
Series4000

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);
This version requires Event Tick to work. If you don't want to use Tick, use 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 (contains Width and Height as 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 (0 typically means uncapped)
static int getCurrentFPSLimit();

isVSyncEnabled

Returns whether VSync is currently active.

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

Quick Reference

FunctionReturnsCategory
getHardwareDataFHardwareDataHardware
getCpuDataFS_CPU_InfosHardware
getGPUDataFS_GPU_InfosHardware
getRAMDataFS_RAM_InfosHardware
getFpsintPerformance
getFps_V2intPerformance
getScreenResolutionFS_ScreenResolutionDisplay
getScreenRefreshRateintDisplay
getCurrentFPSLimitintDisplay
isVSyncEnabledboolDisplay