UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
CoreSettings.h File Reference
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Engine/DeveloperSettings.h"
#include "CoreSettings.generated.h"

Go to the source code of this file.

Classes

class  UStreamingSettings
 
class  UGarbageCollectionSettings
 

Variables

ENGINE_API int32 GUseUnifiedTimeBudgetForStreaming
 
ENGINE_API int32 GUseBackgroundLevelStreaming
 
ENGINE_API float GAsyncLoadingTimeLimit
 
ENGINE_API int32 GAsyncLoadingUseFullTimeLimit
 
ENGINE_API float GPriorityAsyncLoadingExtraTime
 
ENGINE_API float GLevelStreamingActorsUpdateTimeLimit
 
ENGINE_API float GPriorityLevelStreamingActorsUpdateExtraTime
 
ENGINE_API int32 GLevelStreamingComponentsRegistrationGranularity
 
ENGINE_API int32 GLevelStreamingAddPrimitiveGranularity
 
ENGINE_API int32 GLevelStreamingComponentsUnregistrationGranularity
 
ENGINE_API int32 GLevelStreamingRouteActorInitializationGranularity
 
ENGINE_API int32 GLevelStreamingRouteActorEndPlayForRemoveFromWorldGranularity
 
ENGINE_API float GLevelStreamingUnregisterComponentsTimeLimit
 
ENGINE_API int32 GLevelStreamingForceGCAfterLevelStreamedOut
 
ENGINE_API int32 GLevelStreamingContinuouslyIncrementalGCWhileLevelsPendingPurge
 
ENGINE_API int32 GLevelStreamingAllowLevelRequestsWhileAsyncLoadingInMatch
 
ENGINE_API int32 GLevelStreamingMaxLevelRequestsAtOnceWhileInMatch
 
ENGINE_API int32 GLevelStreamingForceVerifyLevelsGotRemovedByGC
 
ENGINE_API int32 GLevelStreamingForceRouteActorInitializeNextFrame
 
ENGINE_API int32 GLevelStreamingLowMemoryPendingPurgeCount
 

Variable Documentation

◆ GAsyncLoadingTimeLimit

ENGINE_API float GAsyncLoadingTimeLimit
extern

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

◆ GAsyncLoadingUseFullTimeLimit

ENGINE_API int32 GAsyncLoadingUseFullTimeLimit
extern

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

◆ GLevelStreamingActorsUpdateTimeLimit

ENGINE_API float GLevelStreamingActorsUpdateTimeLimit
extern

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

◆ GLevelStreamingAddPrimitiveGranularity

ENGINE_API int32 GLevelStreamingAddPrimitiveGranularity
extern

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

◆ GLevelStreamingAllowLevelRequestsWhileAsyncLoadingInMatch

ENGINE_API int32 GLevelStreamingAllowLevelRequestsWhileAsyncLoadingInMatch
extern

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

◆ GLevelStreamingComponentsRegistrationGranularity

ENGINE_API int32 GLevelStreamingComponentsRegistrationGranularity
extern

Batching granularity used to register actor components during level streaming.

◆ GLevelStreamingComponentsUnregistrationGranularity

ENGINE_API int32 GLevelStreamingComponentsUnregistrationGranularity
extern

Batching granularity used to unregister actor components during level streaming.

◆ GLevelStreamingContinuouslyIncrementalGCWhileLevelsPendingPurge

ENGINE_API int32 GLevelStreamingContinuouslyIncrementalGCWhileLevelsPendingPurge
extern

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

◆ GLevelStreamingForceGCAfterLevelStreamedOut

ENGINE_API int32 GLevelStreamingForceGCAfterLevelStreamedOut
extern

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

◆ GLevelStreamingForceRouteActorInitializeNextFrame

ENGINE_API int32 GLevelStreamingForceRouteActorInitializeNextFrame
extern

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

◆ GLevelStreamingForceVerifyLevelsGotRemovedByGC

ENGINE_API int32 GLevelStreamingForceVerifyLevelsGotRemovedByGC
extern

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

◆ GLevelStreamingLowMemoryPendingPurgeCount

ENGINE_API int32 GLevelStreamingLowMemoryPendingPurgeCount
extern

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

ENGINE_API int32 GLevelStreamingMaxLevelRequestsAtOnceWhileInMatch
extern

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

ENGINE_API int32 GLevelStreamingRouteActorEndPlayForRemoveFromWorldGranularity
extern

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

◆ GLevelStreamingRouteActorInitializationGranularity

ENGINE_API int32 GLevelStreamingRouteActorInitializationGranularity
extern

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

◆ GLevelStreamingUnregisterComponentsTimeLimit

ENGINE_API float GLevelStreamingUnregisterComponentsTimeLimit
extern

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

ENGINE_API float GPriorityAsyncLoadingExtraTime
extern

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

◆ GPriorityLevelStreamingActorsUpdateExtraTime

ENGINE_API float GPriorityLevelStreamingActorsUpdateExtraTime
extern

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

◆ GUseBackgroundLevelStreaming

ENGINE_API int32 GUseBackgroundLevelStreaming
extern

Whether to allow background level streaming.

◆ GUseUnifiedTimeBudgetForStreaming

ENGINE_API int32 GUseUnifiedTimeBudgetForStreaming
extern

Whether to use unified TimeBudget to manage ProcessAsyncLoading and UpdateLevelStreaming