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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:

  1. Receive bug report: "Game hitched during combat"
  2. Try to reproduce... fail
  3. 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.

Watch the presentation