s.ContinuouslyIncrementalGCWhileLevelsPendingPurge
s.ContinuouslyIncrementalGCWhileLevelsPendingPurge
#Overview
name: s.ContinuouslyIncrementalGCWhileLevelsPendingPurge
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.
It is referenced in 2
C++ source files.
#Summary
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/CoreSettings.cpp:128
Scope: file
Source code excerpt:
static FAutoConsoleVariableRef CVarContinuouslyIncrementalGCWhileLevelsPendingPurge(
TEXT("s.ContinuouslyIncrementalGCWhileLevelsPendingPurge"),
GLevelStreamingContinuouslyIncrementalGCWhileLevelsPendingPurge,
TEXT("Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged."),
ECVF_Default
);
static FAutoConsoleVariableRef CVarAllowLevelRequestsWhileAsyncLoadingInMatch(
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/UnrealEngine.cpp:1623
Scope: file
Source code excerpt:
);
// see also: s.ForceGCAfterLevelStreamedOut, s.ContinuouslyIncrementalGCWhileLevelsPendingPurge
static float GLowMemoryTimeBetweenPurgingPendingLevels = 15.0f;
static FAutoConsoleVariableRef CVarLowMemoryTimeBetweenPurgingPendingLevels(
TEXT("gc.LowMemory.TimeBetweenPurgingPendingLevels"),
GLowMemoryTimeBetweenPurgingPendingLevels,
TEXT("Time in seconds (game time) we should wait between GC when we're low on memory and there are levels pending unload"),
ECVF_Default