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Garbage Collection
General
| Section | Description |
|---|---|
| Time Between Purging Pending Kill Objects | Time in seconds (game time) to wait between purging object references to objects that are pending kill. |
| Flush Streaming On GC | If enabled, streaming will be flushed each time garbage collection is triggered. |
| Number Of Retries Before Forcing GC | Maximum number of times GC can be skipped if worker threads are currently modifying UObject state. 0 means GC is never forced. |
Optimization
| Section | Description |
|---|---|
| Allow Parallel GC | If enabled, garbage collection will use multiple threads. |
| Incremental BeginDestroy Enabled | If enabled, the engine will destroy objects incrementally using a time limit each frame (few objects every frame). |
| Multithreaded Destruction Enabled | If enabled, the engine will free objects' memory on a worker thread. |
| Create Garbage Collector UObject Clusters | If enabled, the engine will attempt to create clusters of objects for better garbage collection performance. |
| Asset Clustering Enabled | Specifies whether to allow Asset files to create Actor clusters for GC. |
| Actor Clustering Enabled | Specifies whether to allow Levels to create Actor clusters for GC. |
| Blueprint Clustering Enabled | Specifies whether to allow Blueprint classes to create GC clusters. |
| Use DisregardForGC On Dedicated Servers | If disabled, DisregardForGC (a garbage collection optimization) will be disabled for dedicated servers. |
| Pending Kill Enabled | If enabled, objects marked as PendingKill will be automatically nulled and destroyed by Garbage Collector. |
| Minimum GC Cluster Size | Minimum size of GC cluster. |
| Maximum Object Count Not Considered By GC | Maximum object count not considered by GC. Works only in cooked builds. |
| Size of Permanent Object Pool | Size of Permanent Object Pool in bytes. Works only in cooked builds. |
| Maximum Number of UObjects that Can Exist in Cooked Game | Maximum number of UObjects that can exist in the cooked game. Keep this as small as possible. |
| Maximum Number of UObjects that Can Exist in the Editor Game | Maximum number of objects that can exist in the editor game. Make sure this can hold enough objects for the editor and commandlets within a reasonable limit. |
Debug
| Section | Description |
|---|---|
| Verify FGCObject names | If enabled, the engine will verify if all FGCObject-derived classes define GetRef+erencerName() function overrides. |
| Verify UObjects Are Not FGCObjects | If enabled, the engine will throw a warning when it detects a UObject-derived class which also derives from FGCObject, or any of its members is derived from FGCObject. |