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Get GPU Utilization

Updated: Apr 15, 2026
Returns the current GPU utilization as a percentage and whether the measurement is available.

Overview

This Blueprint returns how much GPU capacity is in use at the time of the call. GPU utilization levels typically vary widely and often fluctuate within milliseconds. However, in some situations the GPU utilization level may remain consistent for longer periods of time. For example, a GPU may be completely overloaded on an ongoing basis if the rendering process is GPU-bound and is not keeping up with the frame rate.
The C++ equivalent of this Blueprint is UOculusXRFunctionLibrary::GetGPUUtilization, declared in OculusXRFunctionLibrary.h.
For related GPU performance data, see Get GPU Frame Time. For guidance on measuring per-frame GPU cost, see Accurately Measure an App’s Per-Frame GPU Cost.

Blueprint

Get GPU Utilization Blueprint node with Is GPU Available and GPU Utilization outputs.

Arguments

  • No arguments.

Output

  • Is GPU Available: A Boolean that is True if GPU utilization data is available, and False otherwise.
  • GPU Utilization: A floating point value between 0.0 and 100.0 that indicates the current GPU load as a percentage. A value of 0.0 indicates no utilization and 100.0 indicates full utilization.