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).

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]

Location: <Workspace>/Engine/Config/IOS/BaseIOSEngine.ini:9, section: [/Script/Engine.GarbageCollectionSettings]

#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
	{