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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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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. | |
Implements the settings for garbage collection.
| 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 SetAssetClusteringEnabled | ( | bool | Value | ) |
Whether to allow asset files to create actor clusters for GC.
| void SetCreateGCClusters | ( | bool | Value | ) |
If true, the engine will attempt to create clusters of objects for better garbage collection performance.
| void SetDumpObjectCountsToLogWhenMaxObjectLimitExceeded | ( | bool | Value | ) |
If true, the engine will dump UObject counts when maximum number of UObjects limit has been exceeded.
| void SetFlushStreamingOnGC | ( | bool | Value | ) |
If enabled, streaming will be flushed each time garbage collection is triggered.
| void SetGarbageEliminationEnabled | ( | bool | Value | ) |
If true, objects marked as Garbage will be automatically nulled and destroyed by Garbage Collector.
| 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 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.
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static |
| 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 MaxObjectsInGame |
Maximum number of UObjects that can exist in cooked game. Keep this as small as possible.
| int MaxObjectsNotConsideredByGC |
Maximum Object Count Not Considered By GC. Works only in cooked builds.
| int MinGCClusterSize |
Minimum GC cluster size.
| int NumRetriesBeforeForcingGC |
Maximum number of times GC can be skipped if worker threads are currently modifying UObject state. 0 = never force GC.
| int SizeOfPermanentObjectPool |
Size Of Permanent Object Pool (bytes). Works only in cooked builds.
| float32 TimeBetweenPurgingPendingKillObjects |
Time in seconds (game time) we should wait between purging object references to objects that are pending kill.