s.ForceGCAfterLevelStreamedOut
s.ForceGCAfterLevelStreamedOut
#Overview
name: s.ForceGCAfterLevelStreamedOut
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.
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:107
Scope: file
Source code excerpt:
static FAutoConsoleVariableRef CVarForceGCAfterLevelStreamedOut(
TEXT("s.ForceGCAfterLevelStreamedOut"),
GLevelStreamingForceGCAfterLevelStreamedOut,
TEXT("Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch."),
ECVF_Default
);
static FAutoConsoleVariableRef CVarForceVerifyLevelsGotRemovedByGC(
#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