#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Engine/DeveloperSettings.h"
#include "CoreSettings.generated.h"
Go to the source code of this file.
◆ GAsyncLoadingTimeLimit
Maximum amount of time to spend doing asynchronous loading (ms per frame).
◆ GAsyncLoadingUseFullTimeLimit
Whether to use the entire time limit even if blocked on I/O.
◆ GLevelStreamingActorsUpdateTimeLimit
Maximum allowed time to spend for actor registration steps during level streaming (ms per frame).
◆ GLevelStreamingAddPrimitiveGranularity
Batching granularity used to add primitives to scene in parallel when registering actor components during level streaming.
◆ GLevelStreamingAllowLevelRequestsWhileAsyncLoadingInMatch
Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up.
◆ GLevelStreamingComponentsRegistrationGranularity
Batching granularity used to register actor components during level streaming.
◆ GLevelStreamingComponentsUnregistrationGranularity
Batching granularity used to unregister actor components during level streaming.
◆ GLevelStreamingContinuouslyIncrementalGCWhileLevelsPendingPurge
| ENGINE_API int32 GLevelStreamingContinuouslyIncrementalGCWhileLevelsPendingPurge |
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extern |
Whether to kick off incremental GC when there are over the specified amount of levels still waiting to be purged.
◆ GLevelStreamingForceGCAfterLevelStreamedOut
Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.
◆ GLevelStreamingForceRouteActorInitializeNextFrame
Whether to force routing actor initialize phase in its own frame.
◆ GLevelStreamingForceVerifyLevelsGotRemovedByGC
Whether to force a verification of objects residing in a GC'ed level package (ignored in shipping builds).
◆ GLevelStreamingLowMemoryPendingPurgeCount
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
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 |
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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
Batching granularity used to initialize actors during level streaming. If this is zero, we process all actors and stages in one pass.
◆ GLevelStreamingUnregisterComponentsTimeLimit
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
Additional time to spend asynchronous loading during a high priority load.
◆ GPriorityLevelStreamingActorsUpdateExtraTime
Additional time to spend on actor registration steps during a high priority load.
◆ GUseBackgroundLevelStreaming
Whether to allow background level streaming.
◆ GUseUnifiedTimeBudgetForStreaming
Whether to use unified TimeBudget to manage ProcessAsyncLoading and UpdateLevelStreaming