When capturing a trace in Unreal Insights, all r.rhisetgpucaptureoptions=1 (r.RDG.Events=3) all RDG pass events appear simply as RDGEvent, without the actual name due to the logic for RDG_EVENT_SCOPE_CONDITIONAL_NAME.
Using RDG_SCOPE_ARGS as shown below works around the issue
#define RDG_EVENT_SCOPE_CONDITIONAL_NAME(GraphBuilder, Condition, EventName ) RDG_EVENT_SCOPE_IMPL(GraphBuilder, Condition, ERDGScopeFlags::None , RHI_GPU_STAT_ARGS_NONE , TEXT("RDGEvent"), RDG_SCOPE_ARGS("%s", EventName))
1. In the Editor or Game, set r.rhisetgpucaptureoptions=1
2. Start an Insights trace with the gpu channel enabled
3. Stop the trace and open it in Unreal Insights
Expected
The leaf pass names appear in Unreal insights in the GPU track
Actual
All leaf pass names appear as "RDGEvent"
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-356499 in the post.
| 0 |
| Component | UE - Rendering Architecture - RHI |
|---|---|
| Affects Versions | 5.6 |
| Created | Dec 2, 2025 |
|---|---|
| Updated | Dec 2, 2025 |