gc.MaxObjectsInGame
gc.MaxObjectsInGame
#Overview
name: gc.MaxObjectsInGame
The value of this variable can be defined or overridden in .ini config files. 2
.ini config files referencing this setting variable.
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
Placeholder console variable, currently not used in runtime.
It is referenced in 2
C++ source files.
#Summary
#Setting Variables
#References In INI files
Location: <Workspace>/Engine/Config/Android/AndroidEngine.ini:13, section: [/Script/Engine.GarbageCollectionSettings]
- INI Section:
/Script/Engine.GarbageCollectionSettings
- Raw value:
131072
- Is Array:
False
Location: <Workspace>/Engine/Config/IOS/BaseIOSEngine.ini:9, section: [/Script/Engine.GarbageCollectionSettings]
- INI Section:
/Script/Engine.GarbageCollectionSettings
- Raw value:
131072
- Is Array:
False
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Runtime/CoreUObject/Private/UObject/UObjectBase.cpp:955
Scope: file
Source code excerpt:
static int32 GMaxObjectsInGame;
static FAutoConsoleVariableRef CMaxObjectsInGame(
TEXT("gc.MaxObjectsInGame"),
GMaxObjectsInGame,
TEXT("Placeholder console variable, currently not used in runtime."),
ECVF_Default
);
#Loc: <Workspace>/Engine/Source/Runtime/CoreUObject/Private/UObject/UObjectBase.cpp:995
Scope (from outer to inner):
file
function void UObjectBaseInit
Source code excerpt:
// Maximum number of UObjects in cooked game
GConfig->GetInt(TEXT("/Script/Engine.GarbageCollectionSettings"), TEXT("gc.MaxObjectsInGame"), MaxUObjects, GEngineIni);
// If true, the UObjectArray will pre-allocate all entries for UObject pointers
GConfig->GetBool(TEXT("/Script/Engine.GarbageCollectionSettings"), TEXT("gc.PreAllocateUObjectArray"), bPreAllocateUObjectArray, GEngineIni);
}
else
{