Class GarbageCollectionSettings
Implements the settings for garbage collection.
Inheritance
System.Object
GarbageCollectionSettings
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Assembly: UE4DotNet.dll
Syntax
public class GarbageCollectionSettings : DeveloperSettings
Properties
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ActorClusteringEnabled
Declaration
public bool ActorClusteringEnabled { get; set; }
Property Value
Type |
Description |
System.Boolean |
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AllowParallelGC
Declaration
public bool AllowParallelGC { get; set; }
Property Value
Type |
Description |
System.Boolean |
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BlueprintClusteringEnabled
Declaration
public bool BlueprintClusteringEnabled { get; set; }
Property Value
Type |
Description |
System.Boolean |
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CreateGCClusters
Declaration
public bool CreateGCClusters { get; set; }
Property Value
Type |
Description |
System.Boolean |
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DefaultObject
Get UE4 Default Object for this Class
Declaration
public static GarbageCollectionSettings DefaultObject { get; }
Property Value
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FlushStreamingOnGC
Declaration
public bool FlushStreamingOnGC { get; set; }
Property Value
Type |
Description |
System.Boolean |
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IncrementalBeginDestroyEnabled
Declaration
public bool IncrementalBeginDestroyEnabled { get; set; }
Property Value
Type |
Description |
System.Boolean |
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MaxObjectsInEditor
Maximum number of UObjects that can exist in the editor game. Make sure this can hold enough objects for the editor and commadlets within reasonable limit.
Declaration
public int MaxObjectsInEditor { get; set; }
Property Value
Type |
Description |
System.Int32 |
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MaxObjectsInGame
Maximum number of UObjects that can exist in cooked game. Keep this as small as possible.
Declaration
public int MaxObjectsInGame { get; set; }
Property Value
Type |
Description |
System.Int32 |
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MaxObjectsNotConsideredByGC
Maximum Object Count Not Considered By GC. Works only in cooked builds.
Declaration
public int MaxObjectsNotConsideredByGC { get; set; }
Property Value
Type |
Description |
System.Int32 |
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MergeGCClusters
Declaration
public bool MergeGCClusters { get; set; }
Property Value
Type |
Description |
System.Boolean |
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MinGCClusterSize
Declaration
public int MinGCClusterSize { get; set; }
Property Value
Type |
Description |
System.Int32 |
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NumRetriesBeforeForcingGC
Maximum number of times GC can be skipped if worker threads are currently modifying UObject state. 0 = never force GC
Declaration
public int NumRetriesBeforeForcingGC { get; set; }
Property Value
Type |
Description |
System.Int32 |
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SizeOfPermanentObjectPool
Size Of Permanent Object Pool (bytes). Works only in cooked builds.
Declaration
public int SizeOfPermanentObjectPool { get; set; }
Property Value
Type |
Description |
System.Int32 |
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StaticClass
Declaration
public static Class StaticClass { get; }
Property Value
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TimeBetweenPurgingPendingKillObjects
Time in seconds (game time) we should wait between purging object references to objects that are pending kill.
Declaration
public float TimeBetweenPurgingPendingKillObjects { get; set; }
Property Value
Type |
Description |
System.Single |
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UseDisregardForGCOnDedicatedServers
Declaration
public bool UseDisregardForGCOnDedicatedServers { get; set; }
Property Value
Type |
Description |
System.Boolean |
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Methods
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New(UObject, Name)
Spawn an object of this class
Declaration
public static GarbageCollectionSettings New(UObject obj = null, Name name = default(Name))
Parameters
Returns
Operators
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Implicit(IntPtr to GarbageCollectionSettings)
Convert from IntPtr to UObject
Declaration
public static implicit operator GarbageCollectionSettings(IntPtr p)
Parameters
Type |
Name |
Description |
System.IntPtr |
p |
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Returns