UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
CoreGlobals.cpp File Reference

Classes

class  FCoreModule
 
struct  FCoreTextsSingleton
 
struct  FBootTimingStart
 

Namespaces

namespace  UE
 
namespace  UE::CoreUObject
 
namespace  UE::CoreUObject::Private
 
namespace  PlayInEditorIDImpl
 
namespace  UE::Core
 
namespace  UE::Core::Private
 implementation
 
namespace  UE::Private
 

Macros

#define FAST_PATH_UNIQUE_NAME_GENERATION   (!WITH_EDITORONLY_DATA)
 
#define UE_PROJECT_NAME   None
 
#define UE_IS_GAME_AGNOSTIC   true
 
#define LOCTEXT_NAMESPACE   "Core"
 
#define USE_BOOT_PROFILING   0
 
#define DEFINE_LOG_CATEGORY_HELPER(A)   DEFINE_LOG_CATEGORY(A)
 

Functions

 IMPLEMENT_MODULE (FCoreModule, Core)
 
 TSAN_ATOMIC (bool) GIsCriticalError = true
 
CORE_API bool IsEngineStartupModuleLoadingComplete ()
 
CORE_API void SetEngineStartupModuleLoadingComplete ()
 
void CORE_API BeginExitIfRequested ()
 
void CORE_API RequestEngineExit (const TCHAR *ReasonString)
 
void CORE_API RequestEngineExit (const FString &ReasonString)
 
const TCHARLexToString (ELoaderType Type)
 
 TSAN_ATOMIC (ELogTimes::Type) GPrintLogTimes
 
bool GetEmitDrawEvents ()
 
void CORE_API SetEmitDrawEvents (bool EmitDrawEvents)
 
void ToggleGDebugPUCrashedFlag (const TArray< FString > &Args)
 
void BootTimingPoint (const ANSICHAR *Message)
 
void DumpBootTiming ()
 
FAutoConsoleCommand ToggleDebugGPUCrashedCmd (TEXT("c.ToggleGPUCrashedFlagDbg"), TEXT("Forcibly toggles the 'GPU Crashed' flag for testing crash analytics."), FConsoleCommandWithArgsDelegate::CreateStatic(&ToggleGDebugPUCrashedFlag), ECVF_Cheat)
 
 DEFINE_STAT (STAT_AudioMemory)
 
 DEFINE_STAT (STAT_TextureMemory)
 
 DEFINE_STAT (STAT_MemoryPhysXTotalAllocationSize)
 
 DEFINE_STAT (STAT_MemoryICUTotalAllocationSize)
 
 DEFINE_STAT (STAT_MemoryICUDataFileAllocationSize)
 
 DEFINE_STAT (STAT_PrecomputedVisibilityMemory)
 
 DEFINE_STAT (STAT_SkeletalMeshVertexMemory)
 
 DEFINE_STAT (STAT_SkeletalMeshIndexMemory)
 
 DEFINE_STAT (STAT_SkeletalMeshMotionBlurSkinningMemory)
 
 DEFINE_STAT (STAT_VertexShaderMemory)
 
 DEFINE_STAT (STAT_PixelShaderMemory)
 
 DEFINE_STAT (STAT_NavigationMemory)
 
 DEFINE_STAT (STAT_ReflectionCaptureTextureMemory)
 
 DEFINE_STAT (STAT_ReflectionCaptureMemory)
 
 DEFINE_STAT (STAT_RenderingIdleTime_WaitingForGPUQuery)
 
 DEFINE_STAT (STAT_RenderingIdleTime_WaitingForGPUPresent)
 
 DEFINE_STAT (STAT_RenderingIdleTime_RenderThreadSleepTime)
 
 DEFINE_STAT (STAT_RenderingIdleTime)
 
 DEFINE_STAT (STAT_RenderingBusyTime)
 
 DEFINE_STAT (STAT_GameIdleTime)
 
 DEFINE_STAT (STAT_GameTickWaitTime)
 
 DEFINE_STAT (STAT_GameTickWantedWaitTime)
 
 DEFINE_STAT (STAT_GameTickAdditionalWaitTime)
 
 DEFINE_STAT (STAT_TaskGraph_OtherTasks)
 
 DEFINE_STAT (STAT_TaskGraph_OtherStalls)
 
 DEFINE_STAT (STAT_TaskGraph_RenderStalls)
 
 DEFINE_STAT (STAT_TaskGraph_GameTasks)
 
 DEFINE_STAT (STAT_TaskGraph_GameStalls)
 
 DEFINE_STAT (STAT_CPUTimePct)
 
 DEFINE_STAT (STAT_CPUTimePctRelative)
 
 DEFINE_LOG_CATEGORY (LogHAL)
 
 DEFINE_LOG_CATEGORY (LogSerialization)
 
 DEFINE_LOG_CATEGORY (LogContentComparisonCommandlet)
 
 DEFINE_LOG_CATEGORY (LogNetPackageMap)
 
 DEFINE_LOG_CATEGORY (LogNetSerialization)
 
 DEFINE_LOG_CATEGORY (LogMemory)
 
 DEFINE_LOG_CATEGORY (LogProfilingDebugging)
 
 DEFINE_LOG_CATEGORY (LogTemp)
 
 DEFINE_LOG_CATEGORY (LogVirtualization)
 
int32 PRIVATE_GetGPlayInEditorID ()
 
void PRIVATE_SetGPlayInEditorID (int32 InValue)
 
int32 UE::GetPlayInEditorID ()
 
void UE::SetPlayInEditorID (int32 InPlayInEditorID)
 
bool UE::GetIsEditorLoadingPackage ()
 
void UE::SetIsEditorLoadingPackage (bool InValue)
 
bool IsRunningCookOnTheFly ()
 
CORE_API FString GetCommandletNameFromCmdline ()
 
int32 UE::GetMultiprocessId ()
 
bool UE::IsUsingZenPakFileStreaming ()
 
bool IsThisNotNull (const void *This, const ANSICHAR *Function)
 
void UE::Private::SetMultiprocessId (int32 MultiprocessId)
 
bool UE::IsGCLocked ()
 
void UE::Private::SetIsGCLockedFunction (bool(*InIsGCLockedFuncPtr)())
 

Variables

CORE_API FFeedbackContextGWarn = nullptr
 
FConfigCacheIniGConfig = nullptr
 
ITransactionGUndo = nullptr
 
FOutputDeviceConsoleGLogConsole = nullptr
 
CORE_API FMalloc ** GFixedMallocLocationPtr = nullptr
 
CORE_API FMalloc *const & GMalloc = UE::Private::GMalloc
 
class FPropertyWindowManagerGPropertyWindowManager = nullptr
 
TCHAR GErrorHist [16384] = {}
 
TCHAR GErrorExceptionDescription [4096] = {}
 
PRAGMA_DISABLE_DEPRECATION_WARNINGS CORE_API const FText GYes = LOCTEXT("Yes", "Yes")
 
CORE_API const FText GNo = LOCTEXT("No", "No")
 
CORE_API const FText GTrue = LOCTEXT("True", "True")
 
CORE_API const FText GFalse = LOCTEXT("False", "False")
 
CORE_API const FText GNone = LOCTEXT("None", "None")
 
PRAGMA_ENABLE_DEPRECATION_WARNINGS bool GIsGameAgnosticExe = UE_IS_GAME_AGNOSTIC
 
bool GForceLoadEditorOnly = false
 IS_MONOLITHIC || !UE_EDITOR.
 
FLazyName GLongCorePackageName (TEXT("/Script/Core"))
 
FLazyName GLongCoreUObjectPackageName (TEXT("/Script/CoreUObject"))
 
bool GVerifyObjectReferencesOnly = false
 
bool GFastPathUniqueNameGeneration = true
 
bool GAllowActorScriptExecutionInEditor = false
 
bool GCompilingBlueprint = false
 
bool GIsGCingAfterBlueprintCompile = false
 
bool GIsReconstructingBlueprintInstances = false
 
std::atomic< boolGIsReinstancing = false
 
FUELibraryOverrideSettings GUELibraryOverrideSettings
 
bool GIsRunningUnattendedScript = false
 
bool GEdSelectionLock = false
 
bool GIsClient = false
 
bool GIsServer = false
 
bool GIsGuarded = false
 
FIsDuplicatingClassForReinstancing GIsDuplicatingClassForReinstancing
 
bool GIsBuildMachine = false
 
bool GIsSilent = false
 
bool GIsSlowTask = false
 
bool GSlowTaskOccurred = false
 
bool GIsRequestingExit = false
 
bool GAreScreenMessagesEnabled = true
 
bool GScreenMessagesRestoreState = false
 
int32 GIsDumpingMovie = 0
 
bool GIsHighResScreenshot = false
 
uint32 GScreenshotResolutionX = 0
 
uint32 GScreenshotResolutionY = 0
 
uint64 GMakeCacheIDIndex = 0
 
FString GEngineIni
 
FString GEditorIni
 
FString GEditorKeyBindingsIni
 
FString GEditorLayoutIni
 
FString GEditorSettingsIni
 
FString GEditorPerProjectIni
 
FString GCompatIni
 
FString GLightmassIni
 
FString GScalabilityIni
 
FString GHardwareIni
 
FString GInputIni
 
FString GGameIni
 
FString GGameUserSettingsIni
 
FString GRuntimeOptionsIni
 
FString GInstallBundleIni
 
FString GDeviceProfilesIni
 
FString GGameplayTagsIni
 
float GNearClippingPlane = 10.0f
 
float GNearClippingPlane_RenderThread = 10.0f
 
bool GExitPurge = false
 
CORE_API FChunkedFixedUObjectArrayGCoreObjectArrayForDebugVisualizers = nullptr
 
UE::CoreUObject::Private::FStoredObjectPathDebugGCoreComplexObjectPathDebug = nullptr
 
UE::CoreUObject::Private::FObjectHandlePackageDebugDataGCoreObjectHandlePackageDebug = nullptr
 
TCHAR GInternalProjectName [64] = TEXT(PREPROCESSOR_TO_STRING(UE_PROJECT_NAME))
 
std::atomic< boolGEngineStartupModuleLoadingComplete = false
 
bool GShouldRequestExit = false
 
FExecGDebugToolExec = NULL
 
bool(* IsAsyncLoading )() = &IsAsyncLoadingCoreInternal
 
void(* SuspendAsyncLoading )() = &appNoop
 
void(* ResumeAsyncLoading )() = &appNoop
 
bool(* IsAsyncLoadingSuspended )() = &IsAsyncLoadingCoreInternal
 
bool(* IsAsyncLoadingMultithreaded )() = &IsAsyncLoadingCoreInternal
 
void(* SuspendTextureStreamingRenderTasks )() = &appNoop
 
void(* ResumeTextureStreamingRenderTasks )() = &appNoop
 
ELoaderType(* GetLoaderType )() = &LoaderNotInitialized
 
bool GIsCookerLoadingPackage = false
 
bool GIsPlayInEditorWorld = false
 
bool GIsPIEUsingPlayerStart = false
 
bool GPlatformNeedsPowerOfTwoTextures = false
 
double GStartTime = FPlatformTime::InitTiming()
 
FString GSystemStartTime
 
bool GIsInitialLoad = true
 
bool GEventDrivenLoaderEnabled = false
 
uint64 GFrameCounter = 0
 
uint64 GFrameCounterRenderThread = 0
 
uint64 GLastGCFrame = 0
 
uint64 GInputTime = 0
 
uint32 GFrameNumber = 1
 
uint32 GFrameNumberRenderThread = 1
 
PRAGMA_DISABLE_DEPRECATION_WARNINGS bool GIsFirstInstance = true
 
PRAGMA_ENABLE_DEPRECATION_WARNINGS float GHitchThresholdMS = 60.0f
 
int32 GSavingCompressionChunkSize = SAVING_COMPRESSION_CHUNK_SIZE
 
uint32 GGameThreadId = 0
 
uint32 GRenderThreadId = 0
 
uint32 GSlateLoadingThreadId = 0
 
uint32 GAudioThreadId = 0
 
bool GIsGameThreadIdInitialized = false
 
void(* GFlushStreamingFunc )(void) = &appNoop
 
bool GEmitDrawEvents = false
 
FLazyName GCurrentTraceName
 
int32 GCycleStatsShouldEmitNamedEvents = 0
 
bool GShouldEmitVerboseNamedEvents = false
 
bool GIsDemoMode = false
 
bool GIsAutomationTesting = false
 
bool GPumpingMessagesOutsideOfMainLoop = false
 
bool GPumpingMessages = false
 
bool GEnableVREditorHacks = false
 
bool CORE_API GIsGPUCrashed = false
 
CORE_API bool GIgnoreDebugger = false
 
thread_local bool PRIVATE_GIsDuplicatingClassForReinstancing = false
 
int32 PlayInEditorIDImpl::PRIVATE_GPlayInEditorID_GameThread = -1
 
int32 PlayInEditorIDImpl::PRIVATE_GPlayInEditorID_GameThreadAsLoadingThread = -2
 
int32 PlayInEditorIDImpl::PRIVATE_GPlayInEditorID_ActualLoadingThread = -2
 
bool PRIVATE_GIsEditorLoadingPackage = false
 
int UE::GIsUsingZenPakFileStreaming = -1
 
bool(* IsGCLockedFuncPtr )() = nullptr
 

Macro Definition Documentation

◆ DEFINE_LOG_CATEGORY_HELPER

#define DEFINE_LOG_CATEGORY_HELPER (   A)    DEFINE_LOG_CATEGORY(A)

◆ FAST_PATH_UNIQUE_NAME_GENERATION

#define FAST_PATH_UNIQUE_NAME_GENERATION   (!WITH_EDITORONLY_DATA)

◆ LOCTEXT_NAMESPACE

#define LOCTEXT_NAMESPACE   "Core"

◆ UE_IS_GAME_AGNOSTIC

#define UE_IS_GAME_AGNOSTIC   true

◆ UE_PROJECT_NAME

#define UE_PROJECT_NAME   None

◆ USE_BOOT_PROFILING

#define USE_BOOT_PROFILING   0

Function Documentation

◆ BeginExitIfRequested()

void CORE_API BeginExitIfRequested ( )

This will check if a RequestExit has come in, if it has will set GIsRequestingExit.

◆ BootTimingPoint()

void BootTimingPoint ( const ANSICHAR Message)

◆ DEFINE_LOG_CATEGORY() [1/9]

DEFINE_LOG_CATEGORY ( LogContentComparisonCommandlet  )

◆ DEFINE_LOG_CATEGORY() [2/9]

DEFINE_LOG_CATEGORY ( LogHAL  )

◆ DEFINE_LOG_CATEGORY() [3/9]

DEFINE_LOG_CATEGORY ( LogMemory  )

◆ DEFINE_LOG_CATEGORY() [4/9]

DEFINE_LOG_CATEGORY ( LogNetPackageMap  )

◆ DEFINE_LOG_CATEGORY() [5/9]

DEFINE_LOG_CATEGORY ( LogNetSerialization  )

◆ DEFINE_LOG_CATEGORY() [6/9]

DEFINE_LOG_CATEGORY ( LogProfilingDebugging  )

◆ DEFINE_LOG_CATEGORY() [7/9]

DEFINE_LOG_CATEGORY ( LogSerialization  )

◆ DEFINE_LOG_CATEGORY() [8/9]

DEFINE_LOG_CATEGORY ( LogTemp  )

◆ DEFINE_LOG_CATEGORY() [9/9]

DEFINE_LOG_CATEGORY ( LogVirtualization  )

◆ DEFINE_STAT() [1/30]

DEFINE_STAT ( STAT_AudioMemory  )

◆ DEFINE_STAT() [2/30]

DEFINE_STAT ( STAT_CPUTimePct  )

◆ DEFINE_STAT() [3/30]

DEFINE_STAT ( STAT_CPUTimePctRelative  )

◆ DEFINE_STAT() [4/30]

DEFINE_STAT ( STAT_GameIdleTime  )

◆ DEFINE_STAT() [5/30]

◆ DEFINE_STAT() [6/30]

DEFINE_STAT ( STAT_GameTickWaitTime  )

◆ DEFINE_STAT() [7/30]

DEFINE_STAT ( STAT_GameTickWantedWaitTime  )

◆ DEFINE_STAT() [8/30]

◆ DEFINE_STAT() [9/30]

◆ DEFINE_STAT() [10/30]

◆ DEFINE_STAT() [11/30]

DEFINE_STAT ( STAT_NavigationMemory  )

◆ DEFINE_STAT() [12/30]

DEFINE_STAT ( STAT_PixelShaderMemory  )

◆ DEFINE_STAT() [13/30]

◆ DEFINE_STAT() [14/30]

DEFINE_STAT ( STAT_ReflectionCaptureMemory  )

◆ DEFINE_STAT() [15/30]

◆ DEFINE_STAT() [16/30]

DEFINE_STAT ( STAT_RenderingBusyTime  )

◆ DEFINE_STAT() [17/30]

DEFINE_STAT ( STAT_RenderingIdleTime  )

◆ DEFINE_STAT() [18/30]

◆ DEFINE_STAT() [19/30]

◆ DEFINE_STAT() [20/30]

Threading stats objects

◆ DEFINE_STAT() [21/30]

DEFINE_STAT ( STAT_SkeletalMeshIndexMemory  )

◆ DEFINE_STAT() [22/30]

◆ DEFINE_STAT() [23/30]

DEFINE_STAT ( STAT_SkeletalMeshVertexMemory  )

◆ DEFINE_STAT() [24/30]

DEFINE_STAT ( STAT_TaskGraph_GameStalls  )

◆ DEFINE_STAT() [25/30]

DEFINE_STAT ( STAT_TaskGraph_GameTasks  )

◆ DEFINE_STAT() [26/30]

DEFINE_STAT ( STAT_TaskGraph_OtherStalls  )

◆ DEFINE_STAT() [27/30]

DEFINE_STAT ( STAT_TaskGraph_OtherTasks  )

◆ DEFINE_STAT() [28/30]

DEFINE_STAT ( STAT_TaskGraph_RenderStalls  )

◆ DEFINE_STAT() [29/30]

DEFINE_STAT ( STAT_TextureMemory  )

◆ DEFINE_STAT() [30/30]

DEFINE_STAT ( STAT_VertexShaderMemory  )

◆ DumpBootTiming()

void DumpBootTiming ( )

◆ GetCommandletNameFromCmdline()

CORE_API FString GetCommandletNameFromCmdline ( )

Returns the name of the commandlet that was set on the command line by the arg '-Run=<CommandletName>'.

This should be used by code that needs to know the commandlet name early on during engine startup, before the commandlet has been initialized. If possible, code should prefer calling GetRunningCommandletClass()->GetName() instead.

Returns
The name of the commandlet that will end up running. If there is no commandlet then an empty string will be returned.

◆ GetEmitDrawEvents()

bool GetEmitDrawEvents ( )

◆ IMPLEMENT_MODULE()

IMPLEMENT_MODULE ( FCoreModule  ,
Core   
)

◆ IsEngineStartupModuleLoadingComplete()

CORE_API bool IsEngineStartupModuleLoadingComplete ( )

Returns true after all initial modules have finished all of their loading phases during Engine startup: Corresponds to the event FCoreDelegates::OnAllModuleLoadingPhasesComplete

◆ IsRunningCookOnTheFly()

bool IsRunningCookOnTheFly ( )
Returns
True if running cook-on-the-fly.

◆ IsThisNotNull()

bool IsThisNotNull ( const void This,
const ANSICHAR Function 
)

◆ LexToString()

const TCHAR * LexToString ( ELoaderType  Type)

◆ PRIVATE_GetGPlayInEditorID()

int32 PRIVATE_GetGPlayInEditorID ( )

◆ PRIVATE_SetGPlayInEditorID()

void PRIVATE_SetGPlayInEditorID ( int32  InValue)

◆ RequestEngineExit() [1/2]

void CORE_API RequestEngineExit ( const FString &  ReasonString)

◆ RequestEngineExit() [2/2]

void CORE_API RequestEngineExit ( const TCHAR ReasonString)

◆ SetEmitDrawEvents()

void CORE_API SetEmitDrawEvents ( bool  EmitDrawEvents)

◆ SetEngineStartupModuleLoadingComplete()

CORE_API void SetEngineStartupModuleLoadingComplete ( )

◆ ToggleDebugGPUCrashedCmd()

FAutoConsoleCommand ToggleDebugGPUCrashedCmd ( TEXT("c.ToggleGPUCrashedFlagDbg")  ,
TEXT("Forcibly toggles the 'GPU Crashed' flag for testing crash analytics." ,
FConsoleCommandWithArgsDelegate::CreateStatic &  ToggleGDebugPUCrashedFlag,
ECVF_Cheat   
)

◆ ToggleGDebugPUCrashedFlag()

void ToggleGDebugPUCrashedFlag ( const TArray< FString > &  Args)

◆ TSAN_ATOMIC() [1/2]

CORE_API TSAN_ATOMIC ( bool  ) = true

How to print the category in log output.

How to print the verbosity in log output.

How to print the category in log output.

How to print the verbosity in log output.

◆ TSAN_ATOMIC() [2/2]

TSAN_ATOMIC ( ELogTimes::Type  )

How to print the time in log output

Variable Documentation

◆ GAllowActorScriptExecutionInEditor

bool GAllowActorScriptExecutionInEditor = false

allow AActor object to execute script in the editor from specific entry points, such as when running a construction script

◆ GAreScreenMessagesEnabled

bool GAreScreenMessagesEnabled = true

Archive for serializing arbitrary data to and from memory

◆ GAudioThreadId

uint32 GAudioThreadId = 0

◆ GCompatIni

FString GCompatIni

◆ GCompilingBlueprint

bool GCompilingBlueprint = false

Forces use of template names for newly instanced components in a CDO

◆ GConfig

FConfigCacheIni* GConfig = nullptr

◆ GCoreComplexObjectPathDebug

UE::CoreUObject::Private::FStoredObjectPathDebug* GCoreComplexObjectPathDebug = nullptr

◆ GCoreObjectArrayForDebugVisualizers

CORE_API FChunkedFixedUObjectArray* GCoreObjectArrayForDebugVisualizers = nullptr

◆ GCoreObjectHandlePackageDebug

UE::CoreUObject::Private::FObjectHandlePackageDebugData* GCoreObjectHandlePackageDebug = nullptr

◆ GCurrentTraceName

FLazyName GCurrentTraceName

Determines what kind of trace should occur, NAME_None for none.

◆ GCycleStatsShouldEmitNamedEvents

int32 GCycleStatsShouldEmitNamedEvents = 0

Whether stats should emit named events for e.g. PIX.

◆ GDebugToolExec

FExec* GDebugToolExec = NULL

Exec handler for game debugging tool, allowing commands like "editactor", ...

◆ GDeviceProfilesIni

FString GDeviceProfilesIni

◆ GEditorIni

FString GEditorIni

Editor ini file locations - stored per engine version (shared across all projects). Migrated between versions on first run.

◆ GEditorKeyBindingsIni

FString GEditorKeyBindingsIni

◆ GEditorLayoutIni

FString GEditorLayoutIni

Editor ini file locations - stored per engine version (shared across all projects). Migrated between versions on first run.

◆ GEditorPerProjectIni

FString GEditorPerProjectIni

Editor per-project ini files - stored per project.

◆ GEditorSettingsIni

FString GEditorSettingsIni

◆ GEdSelectionLock

bool GEdSelectionLock = false

◆ GEmitDrawEvents

bool GEmitDrawEvents = false

Whether to emit begin/ end draw events.

◆ GEnableVREditorHacks

bool GEnableVREditorHacks = false

Enables various editor and HMD hacks that allow the experimental VR editor feature to work, perhaps at the expense of other systems

◆ GEngineIni

FString GEngineIni

◆ GEngineStartupModuleLoadingComplete

std::atomic<bool> GEngineStartupModuleLoadingComplete = false

◆ GErrorExceptionDescription

TCHAR GErrorExceptionDescription[4096] = {}

For building exception description text dump in guard/unguard mechanism.

◆ GErrorHist

TCHAR GErrorHist[16384] = {}

For building call stack text dump in guard/unguard mechanism.

◆ GetLoaderType

ELoaderType(* GetLoaderType) () ( ) = &LoaderNotInitialized

Returns the type of the currently active loader, if any.

◆ GEventDrivenLoaderEnabled

bool GEventDrivenLoaderEnabled = false

◆ GExitPurge

bool GExitPurge = false

◆ GFalse

CORE_API const FText GFalse = LOCTEXT("False", "False")

◆ GFastPathUniqueNameGeneration

bool GFastPathUniqueNameGeneration = true

when constructing objects, use the fast path on consoles...

◆ GFixedMallocLocationPtr

CORE_API FMalloc** GFixedMallocLocationPtr = nullptr

Memory allocator pointer location when PLATFORM_USES_FIXED_GMalloc_CLASS is true.

◆ GFlushStreamingFunc

void(* GFlushStreamingFunc) (void) ( void  ) = &appNoop

Helper function to flush resource streaming.

◆ GForceLoadEditorOnly

bool GForceLoadEditorOnly = false

IS_MONOLITHIC || !UE_EDITOR.

When saving out of the game, this override allows the game to load editor only properties

◆ GFrameCounter

uint64 GFrameCounter = 0

Steadily increasing frame counter.

◆ GFrameCounterRenderThread

uint64 GFrameCounterRenderThread = 0

◆ GFrameNumber

uint32 GFrameNumber = 1

Incremented once per frame before the scene is being rendered. In split screen mode this is incremented once for all views (not for each view).

◆ GFrameNumberRenderThread

uint32 GFrameNumberRenderThread = 1

NEED TO RENAME, for RT version of GFrameTime use View.ViewFamily->FrameNumber or pass down from RT from GFrameTime).

◆ GGameIni

FString GGameIni

◆ GGameplayTagsIni

FString GGameplayTagsIni

◆ GGameThreadId

uint32 GGameThreadId = 0

Thread ID of the main/game thread

◆ GGameUserSettingsIni

FString GGameUserSettingsIni

◆ GHardwareIni

FString GHardwareIni

◆ GHitchThresholdMS

PRAGMA_ENABLE_DEPRECATION_WARNINGS float GHitchThresholdMS = 60.0f

Threshold for a frame to be considered a hitch (in milliseconds).

◆ GIgnoreDebugger

CORE_API bool GIgnoreDebugger = false

Whether we should ignore the attached debugger.

◆ GInputIni

FString GInputIni

◆ GInputTime

uint64 GInputTime = 0

The time input was sampled, in cycles.

◆ GInstallBundleIni

FString GInstallBundleIni

◆ GInternalProjectName

TCHAR GInternalProjectName[64] = TEXT(PREPROCESSOR_TO_STRING(UE_PROJECT_NAME))

Game name, used for base game directory and ini among other things

◆ GIsAutomationTesting

bool GIsAutomationTesting = false

Whether or not a unit test is currently being run

◆ GIsBuildMachine

bool GIsBuildMachine = false

This specifies whether the engine was launched as a build machine process

◆ GIsClient

bool GIsClient = false

◆ GIsCookerLoadingPackage

bool GIsCookerLoadingPackage = false

Whether the cooker is currently loading a package or not

◆ GIsDemoMode

bool GIsDemoMode = false

Disables some warnings and minor features that would interrupt a demo presentation

◆ GIsDumpingMovie

int32 GIsDumpingMovie = 0

◆ GIsDuplicatingClassForReinstancing

FIsDuplicatingClassForReinstancing GIsDuplicatingClassForReinstancing

◆ GIsFirstInstance

Whether we are the first instance of the game running.

◆ GIsGameAgnosticExe

If true, this executable is able to run all games (which are loaded as DLL's)

◆ GIsGameThreadIdInitialized

bool GIsGameThreadIdInitialized = false

Has GGameThreadId been set yet?

◆ GIsGCingAfterBlueprintCompile

bool GIsGCingAfterBlueprintCompile = false

True if we're garbage collecting after a blueprint compilation

◆ GIsGPUCrashed

bool CORE_API GIsGPUCrashed = false

◆ GIsGuarded

bool GIsGuarded = false

◆ GIsHighResScreenshot

bool GIsHighResScreenshot = false

◆ GIsInitialLoad

bool GIsInitialLoad = true

Whether we are still in the initial loading proces.

◆ GIsPIEUsingPlayerStart

bool GIsPIEUsingPlayerStart = false

Whether or not PIE was attempting to play from PlayerStart

◆ GIsPlayInEditorWorld

bool GIsPlayInEditorWorld = false

Whether GWorld should point to the play in editor world.

Warning
There are times when GIsPlayInEditorWorld == true and GWorld == nullptr! Notably during LoadMap during PIE, which can happen when PIE initiates a Browse to another level.

◆ GIsReconstructingBlueprintInstances

bool GIsReconstructingBlueprintInstances = false

True if we're reconstructing blueprint instances. Should never be true on cooked builds

◆ GIsReinstancing

std::atomic<bool> GIsReinstancing = false

True if actors and objects are being re-instanced.

◆ GIsRequestingExit

bool GIsRequestingExit = false

◆ GIsRunningUnattendedScript

bool GIsRunningUnattendedScript = false

If true, we are running an editor script that should not prompt any dialog modal. The default value of any model will be used. This is used when running an editor utility blueprint or script like Python and we don't want an OK dialog to pop while the script is running. Could be set for commandlet with -RUNNINGUNATTENDEDSCRIPT

◆ GIsServer

bool GIsServer = false

◆ GIsSilent

bool GIsSilent = false

This determines if we should output any log text. If Yes then no log text should be emitted.

◆ GIsSlowTask

bool GIsSlowTask = false

◆ GLastGCFrame

uint64 GLastGCFrame = 0

GFrameCounter the last time GC was run.

◆ GLightmassIni

FString GLightmassIni

◆ GLogConsole

FOutputDeviceConsole* GLogConsole = nullptr

◆ GLongCorePackageName

FLazyName GLongCorePackageName(TEXT("/Script/Core")) ( TEXT("/Script/Core" )

Name of the core package

◆ GLongCoreUObjectPackageName

FLazyName GLongCoreUObjectPackageName(TEXT("/Script/CoreUObject")) ( TEXT("/Script/CoreUObject" )

Name of the core package

◆ GMakeCacheIDIndex

uint64 GMakeCacheIDIndex = 0

◆ GMalloc

CORE_API FMalloc* const& GMalloc = UE::Private::GMalloc

Un-namespaced GMalloc remains exposed for backwards compatibility. Most callers should use FMemory::Malloc instead of accessing GMalloc directly. FMemory wraps GMalloc but also provides low-level memory tracking and AutoRTFM support.

◆ GNearClippingPlane

float GNearClippingPlane = 10.0f

◆ GNearClippingPlane_RenderThread

float GNearClippingPlane_RenderThread = 10.0f

◆ GNo

CORE_API const FText GNo = LOCTEXT("No", "No")

◆ GNone

CORE_API const FText GNone = LOCTEXT("None", "None")

◆ GPlatformNeedsPowerOfTwoTextures

bool GPlatformNeedsPowerOfTwoTextures = false

true if the runtime needs textures to be powers of two

◆ GPropertyWindowManager

class FPropertyWindowManager* GPropertyWindowManager = nullptr

◆ GPumpingMessages

bool GPumpingMessages = false

Whether or not messages are being pumped

◆ GPumpingMessagesOutsideOfMainLoop

bool GPumpingMessagesOutsideOfMainLoop = false

Whether or not messages are being pumped outside of the main loop

◆ GRenderThreadId

uint32 GRenderThreadId = 0

Thread ID of the render thread, if any

◆ GRuntimeOptionsIni

FString GRuntimeOptionsIni

◆ GSavingCompressionChunkSize

int32 GSavingCompressionChunkSize = SAVING_COMPRESSION_CHUNK_SIZE

Size to break up data into when saving compressed data

◆ GScalabilityIni

FString GScalabilityIni

◆ GScreenMessagesRestoreState

bool GScreenMessagesRestoreState = false

◆ GScreenshotResolutionX

uint32 GScreenshotResolutionX = 0

◆ GScreenshotResolutionY

uint32 GScreenshotResolutionY = 0

◆ GShouldEmitVerboseNamedEvents

bool GShouldEmitVerboseNamedEvents = false

Whether verbose stats should be also generate external profiler named events. Thread sleep/wait stats or extremely high frequency cycle counting stats are disabled by default. Has no effect if GCycleStatsShouldEmitNamedEvents is 0.

◆ GShouldRequestExit

bool GShouldRequestExit = false

◆ GSlateLoadingThreadId

uint32 GSlateLoadingThreadId = 0

Thread ID of the slate thread, if any

◆ GSlowTaskOccurred

bool GSlowTaskOccurred = false

◆ GStartTime

double GStartTime = FPlatformTime::InitTiming()

Time at which FPlatformTime::Seconds() was first initialized (before main)

◆ GSystemStartTime

FString GSystemStartTime

System time at engine init.

◆ GTrue

CORE_API const FText GTrue = LOCTEXT("True", "True")

◆ GUELibraryOverrideSettings

FUELibraryOverrideSettings GUELibraryOverrideSettings

Settings for when using UE as a library

◆ GUndo

ITransaction* GUndo = nullptr

◆ GVerifyObjectReferencesOnly

bool GVerifyObjectReferencesOnly = false

Disable loading of objects not contained within script files; used during script compilation

◆ GWarn

CORE_API FFeedbackContext* GWarn = nullptr

◆ GYes

◆ IsAsyncLoading

bool(* IsAsyncLoading) () ( ) = &IsAsyncLoadingCoreInternal

Whether we're currently in the async loading code path or not

◆ IsAsyncLoadingMultithreaded

bool(* IsAsyncLoadingMultithreaded) () ( ) = &IsAsyncLoadingCoreInternal

Returns true if async loading is using the async loading thread

◆ IsAsyncLoadingSuspended

bool(* IsAsyncLoadingSuspended) () ( ) = &IsAsyncLoadingCoreInternal

Suspends async package loading.

◆ IsGCLockedFuncPtr

bool(* IsGCLockedFuncPtr) () ( ) = nullptr

◆ PRIVATE_GIsDuplicatingClassForReinstancing

thread_local bool PRIVATE_GIsDuplicatingClassForReinstancing = false

◆ PRIVATE_GIsEditorLoadingPackage

bool PRIVATE_GIsEditorLoadingPackage = false

◆ ResumeAsyncLoading

void(* ResumeAsyncLoading) () ( ) = &appNoop

Resumes async package loading.

◆ ResumeTextureStreamingRenderTasks

void(* ResumeTextureStreamingRenderTasks) () ( ) = &appNoop

Resume texture updates caused by completed async IOs.

◆ SuspendAsyncLoading

void(* SuspendAsyncLoading) () ( ) = &appNoop

Suspends async package loading.

◆ SuspendTextureStreamingRenderTasks

void(* SuspendTextureStreamingRenderTasks) () ( ) = &appNoop

Suspends texture updates caused by completed async IOs.