49 results for "memory"
Generates localized text that represents a byte count as a human-readable memory size, choosing the appropriate unit (KB/MiB/GB/etc.
Returns a pointer to the raw per-instance memory block allocated for a node, as configured by that node's GetInstanceMemorySize.
Swaps two elements by directly exchanging their raw memory bytes via the global Swap template.
Serialises this TArray into a frozen memory image via FMemoryImageWriter.
Grows the array by Count elements without constructing them, returning the index of the first new slot.
Appends Count new elements at the end of the array, zero-initialising their memory via FMemory::Memzero.
The allocator object responsible for managing the raw memory backing the array.
A static method that feeds the element type's layout descriptor into a SHA1 hash.
Serializes the entire array as a raw memory blob during loading, bypassing per-element serialization for significant performance gains.
Tears down the running tree: removes all instances, clears node memory, and resets internal execution state.
Reconstructs a live TArray from a frozen (WriteMemoryImage) binary representation by placement-constructing a new TArray at Dst and copying element data through the allocator's CopyUnfrozen path.
Reports the array's current and peak memory usage to an accounting archive by calling Ar.
Downloads a list of non-primary asset paths into the download cache without loading them into memory.
Dumps a list of currently loaded asset bundles to the log.
Destructs all elements and sets Num to 0.
Serializes the contents of a Data Table to a CSV-formatted string in memory.
Serializes the contents of a Data Table to a JSON-formatted string in memory.
Manages asynchronous and synchronous loading of soft-referenced UObject assets.
Returns the Blueprint class associated with a Primary Asset Id.
Returns the object associated with a Primary Asset Id, but only if it is already loaded in memory — this does not load the asset.
Gets the in-memory UObject for a primary asset id, returning nullptr if it isn't currently loaded.
Templated helper that gets the in-memory class object for a primary asset id, useful when the primary asset is itself a Blueprint class.
Reports the blend space's estimated memory footprint by accumulating into CumulativeResourceSize, overriding UObject::GetResourceSizeEx.
Returns a hash of the weak pointer based on the raw object address, suitable for use in TSet and TMap containers.
Decodes an in-memory image buffer and creates a new transient Texture2D from it, without touching disk.
Inserts Count zero-initialized elements at Index by shifting existing elements right and then zeroing the new slots with FMemory::Memzero.
Starts an async load of the given primary assets and bundles, keeping them resident in memory until explicitly unloaded, and calls the delegate when loading completes.
Synchronously loads the class referenced by this soft pointer if it is not already in memory, then returns it.
Synchronously loads the referenced asset if it is not already in memory and returns a typed T* pointer.
The numeric suffix component of an FName stored internally as (public_number + 1) so that zero-initialised memory represents NAME_NO_NUMBER_INTERNAL.
Downloads the packages for a set of primary assets into the download cache using IoStoreOnDemand, without loading them into memory.
Requests that the given string table entry be loaded into memory before it is needed, avoiding a hitch when the text is first displayed.
Constructs a new FString using printf-style format specifiers.
Pre-allocates memory for at least Number elements without changing the logical size.
Pre-allocates memory in the global FName table to reduce reallocations during bulk name registration.
Removes all elements (calls destructors) but retains allocated memory for reuse.
Resizes the array to exactly NewNum elements without initialising any newly added memory.
Directly sets the internal element count without touching memory, running destructors, or reallocating.
Resizes the array to exactly NewNum elements.
Reallocates the backing buffer so it exactly fits the current number of elements, releasing any excess capacity (slack).
Swaps two elements at the given indices after verifying both indices are in bounds.
The primary dynamic array container in Unreal Engine, equivalent to `std::vector`.
A typed soft reference to a UObject asset that stores the asset path as a string.
Converts the frozen memory image representation of this TArray to a human-readable string by delegating to the allocator's ToString.
A component that stores key-value pairs for AI decision-making.
A scrollable container that stacks child widgets vertically (or horizontally) with an optional scrollbar.
Overrides UActorComponent::UninitializeComponent to tear down the behavior tree instance stack and release runtime node memory before the component is destroyed.
Unloads a list of primary assets that were previously loaded through the asset manager, releasing them if nothing else is keeping them in memory.
Removes a previously streamed-in sub-level from the world by name, freeing its memory and actors.