StopStackProfiling - Debug: Difference between revisions
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== Syntax == | == Syntax == | ||
< | <syntaxhighlight lang="papyrus"> | ||
Function StopStackProfiling() native global | Function StopStackProfiling() native global | ||
</ | </syntaxhighlight> | ||
== Parameters == | == Parameters == | ||
| Line 18: | Line 18: | ||
== Examples == | == Examples == | ||
< | <syntaxhighlight lang="papyrus"> | ||
; Lots of slow script here | ; Lots of slow script here | ||
; Stops profiling this current stack | ; Stops profiling this current stack | ||
Debug.StopStackProfiling() | Debug.StopStackProfiling() | ||
</ | </syntaxhighlight> | ||
== Notes == | == Notes == | ||
Latest revision as of 21:23, 5 September 2026
Member of: Debug Script
Stops profiling a single Papyrus stack. The profile files are stored in "<game folder>/Logs/Script/Profiling". This will also cycle the older profiling logs (so log 0 becomes 1, 1 becomes 2, etc). If the stack is not currently profiled nothing will change.
Syntax[edit | edit source]
Function StopStackProfiling() native globalParameters[edit | edit source]
None.
Return Value[edit | edit source]
None.
Examples[edit | edit source]
; Lots of slow script here
; Stops profiling this current stack
Debug.StopStackProfiling()Notes[edit | edit source]
Profiling requires the "bEnableProfiling" flag in the "[Papyrus]" section of the ini file to be set to 1. Consoles will never profile in release final builds.