Unified Observability for Unreal Engine Games¶
Just presented our unified observability approach for Unreal Engine games. The debugging loop we all know — and how to break out of it.
The debugging loop we all know:
- Receive bug report: "Game hitched during combat"
- Try to reproduce... fail
- Mark as "cannot reproduce"
What if you could understand issues without reproducing them?
With Micromegas + Unreal:
- UE_LOG, metrics, and traces captured automatically
- Every event correlated: process, thread, session, build
- One tool gets you: CPU trace + logs + metrics from the exact frame where a player hitched
The Workflow¶
- Browse clients, filter by exe or time range.
- Spot the spike in frame time.
- One click to Perfetto for the full CPU trace.
- Or check the logs from the same process and time.
It's open source, uses SQL (via FlightSQL), and works with Grafana out of the box.