s.ForceGCAfterLevelStreamedOut

s.ForceGCAfterLevelStreamedOut

#Overview

name: s.ForceGCAfterLevelStreamedOut

This variable is created as a Console Variable (cvar).

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