vm.FreeUnoptimizedByteCode

vm.FreeUnoptimizedByteCode

#Overview

name: vm.FreeUnoptimizedByteCode

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/VectorVM/Private/VectorVM.cpp:230

Scope: file

Source code excerpt:

static int32 GbFreeUnoptimizedVMByteCode = 1;
static FAutoConsoleVariableRef CVarbFreeUnoptimizedVMByteCode(
	TEXT("vm.FreeUnoptimizedByteCode"),
	GbFreeUnoptimizedVMByteCode,
	TEXT("When we have optimized the VM byte code should we free the original unoptimized byte code?"),
	ECVF_Default
);

static int32 GbUseOptimizedVMByteCode = 1;

#Loc: <Workspace>/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraScript.cpp:1738

Scope (from outer to inner):

file
function     bool UNiagaraScript::ShouldFreeUnoptimizedByteCode

Source code excerpt:

bool UNiagaraScript::ShouldFreeUnoptimizedByteCode() const
{
	static const IConsoleVariable* CVarFreeUnoptimizedByteCode = IConsoleManager::Get().FindConsoleVariable(TEXT("vm.FreeUnoptimizedByteCode"));
	return (FPlatformProperties::RequiresCookedData() || IsScriptCooked()) && CVarFreeUnoptimizedByteCode && CVarFreeUnoptimizedByteCode->GetInt() != 0;
}

FGraphEventRef UNiagaraScript::HandleByteCodeOptimization(bool bShouldForceNow)
{
	check(IsInGameThread());