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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include "Engine/CoreSettings.h"#include "HAL/IConsoleManager.h"#include "UObject/UnrealType.h"#include "Misc/ConfigCacheIni.h"Functions | |
| DEFINE_LOG_CATEGORY_STATIC (LogCoreSettings, Log, All) | |
| DEFINE_LOG_CATEGORY_STATIC | ( | LogCoreSettings | , |
| Log | , | ||
| All | |||
| ) |
| float GAsyncLoadingTimeLimit = 5.0f |
Maximum amount of time to spend doing asynchronous loading (ms per frame).
| int32 GAsyncLoadingUseFullTimeLimit = 0 |
Whether to use the entire time limit even if blocked on I/O.
| float GLevelStreamingActorsUpdateTimeLimit = 5.0f |
Maximum allowed time to spend for actor registration steps during level streaming (ms per frame).
| int32 GLevelStreamingAddPrimitiveGranularity = 120 |
Batching granularity used to add primitives to scene in parallel when registering actor components during level streaming.
| 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.
| int32 GLevelStreamingComponentsRegistrationGranularity = 10 |
Batching granularity used to register actor components during level streaming.
| int32 GLevelStreamingComponentsUnregistrationGranularity = 5 |
Batching granularity used to unregister actor components during level streaming.
| int32 GLevelStreamingContinuouslyIncrementalGCWhileLevelsPendingPurge = 1 |
Whether to kick off incremental GC when there are over the specified amount of levels still waiting to be purged.
| int32 GLevelStreamingForceGCAfterLevelStreamedOut = 1 |
Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.
| int32 GLevelStreamingForceRouteActorInitializeNextFrame = 0 |
Whether to force routing actor initialize phase in its own frame.
| int32 GLevelStreamingForceVerifyLevelsGotRemovedByGC = 0 |
Whether to force a verification of objects residing in a GC'ed level package (ignored in shipping builds).
In a low memory situation, will kick off a 'soft' GC if the number of streaming levels pending purge meets or exceeds this count.
| 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.
| 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.
| 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.
| 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.
| float GPriorityAsyncLoadingExtraTime = 15.0f |
Additional time to spend asynchronous loading during a high priority load.
| float GPriorityLevelStreamingActorsUpdateExtraTime = 5.0f |
Additional time to spend on actor registration steps during a high priority load.
| int32 GUseBackgroundLevelStreaming = 1 |
Whether to allow background level streaming.
| int32 GUseUnifiedTimeBudgetForStreaming = 0 |
Whether to use unified TimeBudget to manage ProcessAsyncLoading and UpdateLevelStreaming