G1R AngelScript
Scripting reference for the Gothic 1 Remake
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UGarbageCollectionSettings Class Reference

Implements the settings for garbage collection. More...

Public Member Functions

Functions
void SetActorClusteringEnabled (bool Value)
 Whether to allow levels to create actor clusters for GC.
void SetAllowParallelGC (bool Value)
 If enabled, garbage collection will use multiple threads.
void SetIncrementalBeginDestroyEnabled (bool Value)
 If true, the engine will destroy objects incrementally using time limit each frame.
void SetMultithreadedDestructionEnabled (bool Value)
 If true, the engine will free objects' memory on a worker thread.
void SetCreateGCClusters (bool Value)
 If true, the engine will attempt to create clusters of objects for better garbage collection performance.
void SetAssetClusteringEnabled (bool Value)
 Whether to allow asset files to create actor clusters for GC.
void SetFlushStreamingOnGC (bool Value)
 If enabled, streaming will be flushed each time garbage collection is triggered.
void SetUseDisregardForGCOnDedicatedServers (bool Value)
 If false, DisregardForGC will be disabled for dedicated servers.
void SetVerifyUObjectsAreNotFGCObjects (bool Value)
 If true, 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.
void SetGarbageEliminationEnabled (bool Value)
 If true, objects marked as Garbage will be automatically nulled and destroyed by Garbage Collector.
void SetDumpObjectCountsToLogWhenMaxObjectLimitExceeded (bool Value)
 If true, the engine will dump UObject counts when maximum number of UObjects limit has been exceeded.

Static Public Member Functions

Static Functions
static UClass StaticClass ()

Public Attributes

General
int NumRetriesBeforeForcingGC
 Maximum number of times GC can be skipped if worker threads are currently modifying UObject state. 0 = never force GC.
float32 TimeBetweenPurgingPendingKillObjects
 Time in seconds (game time) we should wait between purging object references to objects that are pending kill.
Optimization
int MaxObjectsNotConsideredByGC
 Maximum Object Count Not Considered By GC. Works only in cooked builds.
int SizeOfPermanentObjectPool
 Size Of Permanent Object Pool (bytes). Works only in cooked builds.
int MaxObjectsInGame
 Maximum number of UObjects that can exist in cooked game. Keep this as small as possible.
int 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.
int MinGCClusterSize
 Minimum GC cluster size.

Detailed Description

Implements the settings for garbage collection.

Member Function Documentation

◆ SetActorClusteringEnabled()

void SetActorClusteringEnabled ( bool Value)

Whether to allow levels to create actor clusters for GC.

◆ SetAllowParallelGC()

void SetAllowParallelGC ( bool Value)

If enabled, garbage collection will use multiple threads.

◆ SetAssetClusteringEnabled()

void SetAssetClusteringEnabled ( bool Value)

Whether to allow asset files to create actor clusters for GC.

◆ SetCreateGCClusters()

void SetCreateGCClusters ( bool Value)

If true, the engine will attempt to create clusters of objects for better garbage collection performance.

◆ SetDumpObjectCountsToLogWhenMaxObjectLimitExceeded()

void SetDumpObjectCountsToLogWhenMaxObjectLimitExceeded ( bool Value)

If true, the engine will dump UObject counts when maximum number of UObjects limit has been exceeded.

◆ SetFlushStreamingOnGC()

void SetFlushStreamingOnGC ( bool Value)

If enabled, streaming will be flushed each time garbage collection is triggered.

◆ SetGarbageEliminationEnabled()

void SetGarbageEliminationEnabled ( bool Value)

If true, objects marked as Garbage will be automatically nulled and destroyed by Garbage Collector.

◆ SetIncrementalBeginDestroyEnabled()

void SetIncrementalBeginDestroyEnabled ( bool Value)

If true, the engine will destroy objects incrementally using time limit each frame.

◆ SetMultithreadedDestructionEnabled()

void SetMultithreadedDestructionEnabled ( bool Value)

If true, the engine will free objects' memory on a worker thread.

◆ SetUseDisregardForGCOnDedicatedServers()

void SetUseDisregardForGCOnDedicatedServers ( bool Value)

If false, DisregardForGC will be disabled for dedicated servers.

◆ SetVerifyUObjectsAreNotFGCObjects()

void SetVerifyUObjectsAreNotFGCObjects ( bool Value)

If true, 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.

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ MaxObjectsInEditor

int 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.

◆ MaxObjectsInGame

int MaxObjectsInGame

Maximum number of UObjects that can exist in cooked game. Keep this as small as possible.

◆ MaxObjectsNotConsideredByGC

int MaxObjectsNotConsideredByGC

Maximum Object Count Not Considered By GC. Works only in cooked builds.

◆ MinGCClusterSize

int MinGCClusterSize

Minimum GC cluster size.

◆ NumRetriesBeforeForcingGC

int NumRetriesBeforeForcingGC

Maximum number of times GC can be skipped if worker threads are currently modifying UObject state. 0 = never force GC.

◆ SizeOfPermanentObjectPool

int SizeOfPermanentObjectPool

Size Of Permanent Object Pool (bytes). Works only in cooked builds.

◆ TimeBetweenPurgingPendingKillObjects

float32 TimeBetweenPurgingPendingKillObjects

Time in seconds (game time) we should wait between purging object references to objects that are pending kill.