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

Functions

 DEFINE_LOG_CATEGORY_STATIC (LogCoreSettings, Log, All)
 

Variables

int32 GUseUnifiedTimeBudgetForStreaming = 0
 
int32 GUseBackgroundLevelStreaming = 1
 
float GAsyncLoadingTimeLimit = 5.0f
 
int32 GAsyncLoadingUseFullTimeLimit = 0
 
float GPriorityAsyncLoadingExtraTime = 15.0f
 
float GLevelStreamingActorsUpdateTimeLimit = 5.0f
 
float GPriorityLevelStreamingActorsUpdateExtraTime = 5.0f
 
float GLevelStreamingUnregisterComponentsTimeLimit = 1.0f
 
int32 GLevelStreamingComponentsRegistrationGranularity = 10
 
int32 GLevelStreamingAddPrimitiveGranularity = 120
 
int32 GLevelStreamingComponentsUnregistrationGranularity = 5
 
int32 GLevelStreamingRouteActorInitializationGranularity = 10
 
int32 GLevelStreamingRouteActorEndPlayForRemoveFromWorldGranularity = 0
 
int32 GLevelStreamingForceGCAfterLevelStreamedOut = 1
 
int32 GLevelStreamingContinuouslyIncrementalGCWhileLevelsPendingPurge = 1
 
int32 GLevelStreamingAllowLevelRequestsWhileAsyncLoadingInMatch = 1
 
int32 GLevelStreamingMaxLevelRequestsAtOnceWhileInMatch = 0
 
int32 GLevelStreamingForceVerifyLevelsGotRemovedByGC = 0
 
int32 GLevelStreamingForceRouteActorInitializeNextFrame = 0
 
int32 GLevelStreamingLowMemoryPendingPurgeCount = MAX_int32
 

Function Documentation

◆ DEFINE_LOG_CATEGORY_STATIC()

DEFINE_LOG_CATEGORY_STATIC ( LogCoreSettings  ,
Log  ,
All   
)

Variable Documentation

◆ GAsyncLoadingTimeLimit

float GAsyncLoadingTimeLimit = 5.0f

Maximum amount of time to spend doing asynchronous loading (ms per frame).

◆ GAsyncLoadingUseFullTimeLimit

int32 GAsyncLoadingUseFullTimeLimit = 0

Whether to use the entire time limit even if blocked on I/O.

◆ GLevelStreamingActorsUpdateTimeLimit

float GLevelStreamingActorsUpdateTimeLimit = 5.0f

Maximum allowed time to spend for actor registration steps during level streaming (ms per frame).

◆ GLevelStreamingAddPrimitiveGranularity

int32 GLevelStreamingAddPrimitiveGranularity = 120

Batching granularity used to add primitives to scene in parallel when registering actor components during level streaming.

◆ GLevelStreamingAllowLevelRequestsWhileAsyncLoadingInMatch

int32 GLevelStreamingAllowLevelRequestsWhileAsyncLoadingInMatch = 1

Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up.

◆ GLevelStreamingComponentsRegistrationGranularity

int32 GLevelStreamingComponentsRegistrationGranularity = 10

Batching granularity used to register actor components during level streaming.

◆ GLevelStreamingComponentsUnregistrationGranularity

int32 GLevelStreamingComponentsUnregistrationGranularity = 5

Batching granularity used to unregister actor components during level streaming.

◆ GLevelStreamingContinuouslyIncrementalGCWhileLevelsPendingPurge

int32 GLevelStreamingContinuouslyIncrementalGCWhileLevelsPendingPurge = 1

Whether to kick off incremental GC when there are over the specified amount of levels still waiting to be purged.

◆ GLevelStreamingForceGCAfterLevelStreamedOut

int32 GLevelStreamingForceGCAfterLevelStreamedOut = 1

Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.

◆ GLevelStreamingForceRouteActorInitializeNextFrame

int32 GLevelStreamingForceRouteActorInitializeNextFrame = 0

Whether to force routing actor initialize phase in its own frame.

◆ GLevelStreamingForceVerifyLevelsGotRemovedByGC

int32 GLevelStreamingForceVerifyLevelsGotRemovedByGC = 0

Whether to force a verification of objects residing in a GC'ed level package (ignored in shipping builds).

◆ GLevelStreamingLowMemoryPendingPurgeCount

int32 GLevelStreamingLowMemoryPendingPurgeCount = MAX_int32

In a low memory situation, will kick off a 'soft' GC if the number of streaming levels pending purge meets or exceeds this count.

◆ GLevelStreamingMaxLevelRequestsAtOnceWhileInMatch

int32 GLevelStreamingMaxLevelRequestsAtOnceWhileInMatch = 0

When we're already loading this many levels and actively in match, don't allow any more requests until one of those completes. Set to zero to disable.

◆ GLevelStreamingRouteActorEndPlayForRemoveFromWorldGranularity

int32 GLevelStreamingRouteActorEndPlayForRemoveFromWorldGranularity = 0

Batching granularity used to call EndPlay on actors when removing streaming level. If this is zero, we process all actors in one pass.

◆ GLevelStreamingRouteActorInitializationGranularity

int32 GLevelStreamingRouteActorInitializationGranularity = 10

Batching granularity used to initialize actors during level streaming. If this is zero, we process all actors and stages in one pass.

◆ GLevelStreamingUnregisterComponentsTimeLimit

float GLevelStreamingUnregisterComponentsTimeLimit = 1.0f

Maximum allowed time to spend for actor unregistration steps during level streaming (ms per frame). If this is 0.0 then we don't timeslice.

◆ GPriorityAsyncLoadingExtraTime

float GPriorityAsyncLoadingExtraTime = 15.0f

Additional time to spend asynchronous loading during a high priority load.

◆ GPriorityLevelStreamingActorsUpdateExtraTime

float GPriorityLevelStreamingActorsUpdateExtraTime = 5.0f

Additional time to spend on actor registration steps during a high priority load.

◆ GUseBackgroundLevelStreaming

int32 GUseBackgroundLevelStreaming = 1

Whether to allow background level streaming.

◆ GUseUnifiedTimeBudgetForStreaming

int32 GUseUnifiedTimeBudgetForStreaming = 0

Whether to use unified TimeBudget to manage ProcessAsyncLoading and UpdateLevelStreaming