Open Editor Preferences → Plugins → Tick Audit. These preferences belong to you in this project.
| Setting | Use |
|---|---|
| Folders To Scan | Default folders for the Classes view. |
| Include Level Blueprints Of Open Levels | Include the levels currently open. |
| Include Widget Blueprints | Include widget entries in the scan. |
| Save Changed Blueprints | Save assets after bulk actions. |
| Measure During Play In Editor | Measure while the tab is open, always, or only when started manually. |
| Live Window (seconds) | Duration used by the recent-window average. |
| Panel Refresh Interval (seconds) | How often the measured table refreshes. |
| Include The Editor World | Include editor-world activity during Play In Editor. |
Scan scope#
Start with one content folder to review a manageable set. Enable open Level Blueprints when their behavior matters to the audit.
Saving#
Keep Save Changed Blueprints enabled when you want actions saved immediately. Maps still need to be saved separately.
Protected rows#
Safe Native Parents decides which Blueprints can be edited when their tick comes from a C++ parent class: those whose parent is not listed are read-only. Empty means Actor, Pawn, Character, Actor Component, and Scene Component. Keep the defaults unless you understand the parent class's behavior. A disabled row's tooltip explains why it is protected.
Measurement preferences#
Choose manual measurement if you only want to collect during a specific test. Keep the same window and world selection when comparing two runs.