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42 results for "memory" in function

function
UKismetTextLibrary::AsMemory Engine

Generates localized text that represents a byte count as a human-readable memory size, choosing the appropriate unit (KB/MiB/GB/etc.

function
UBehaviorTreeComponent::GetNodeMemory AIModule

Returns a pointer to the raw per-instance memory block allocated for a node, as configured by that node's GetInstanceMemorySize.

function
TArray::SwapMemory Core

Swaps two elements by directly exchanging their raw memory bytes via the global Swap template.

function
TArray::WriteMemoryImage Core

Serialises this TArray into a frozen memory image via FMemoryImageWriter.

function
TArray::AddUninitialized Core

Grows the array by Count elements without constructing them, returning the index of the first new slot.

function
TArray::AddZeroed Core

Appends Count new elements at the end of the array, zero-initialising their memory via FMemory::Memzero.

function
TArray::AppendHash Core

A static method that feeds the element type's layout descriptor into a SHA1 hash.

function
TArray::BulkSerialize Core

Serializes the entire array as a raw memory blob during loading, bypassing per-element serialization for significant performance gains.

function
UBehaviorTreeComponent::Cleanup AIModule

Tears down the running tree: removes all instances, clears node memory, and resets internal execution state.

function
TArray::CopyUnfrozen Core

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.

function
TArray::CountBytes Core

Reports the array's current and peak memory usage to an accounting archive by calling Ar.

function
UAssetManager::DownloadAssetList Engine

Downloads a list of non-primary asset paths into the download cache without loading them into memory.

function
UAssetManager::DumpLoadedAssetState Engine

Dumps a list of currently loaded asset bundles to the log.

function
TArray::Empty Core

Destructs all elements and sets Num to 0.

function
UDataTableFunctionLibrary::ExportDataTableToCSVString Engine

Serializes the contents of a Data Table to a CSV-formatted string in memory.

function
UDataTableFunctionLibrary::ExportDataTableToJSONString Engine

Serializes the contents of a Data Table to a JSON-formatted string in memory.

function
UKismetSystemLibrary::GetClassFromPrimaryAssetId Engine

Returns the Blueprint class associated with a Primary Asset Id.

function
UKismetSystemLibrary::GetObjectFromPrimaryAssetId Engine

Returns the object associated with a Primary Asset Id, but only if it is already loaded in memory — this does not load the asset.

function
UAssetManager::GetPrimaryAssetObject Engine

Gets the in-memory UObject for a primary asset id, returning nullptr if it isn't currently loaded.

function
UAssetManager::GetPrimaryAssetObjectClass Engine

Templated helper that gets the in-memory class object for a primary asset id, useful when the primary asset is itself a Blueprint class.

function
UBlendSpace::GetResourceSizeEx Engine

Reports the blend space's estimated memory footprint by accumulating into CumulativeResourceSize, overriding UObject::GetResourceSizeEx.

function
TWeakPtr::GetWeakPtrTypeHash Core

Returns a hash of the weak pointer based on the raw object address, suitable for use in TSet and TMap containers.

function
UKismetRenderingLibrary::ImportBufferAsTexture2D Engine

Decodes an in-memory image buffer and creates a new transient Texture2D from it, without touching disk.

function
TArray::InsertZeroed Core

Inserts Count zero-initialized elements at Index by shifting existing elements right and then zeroing the new slots with FMemory::Memzero.

function
UAssetManager::LoadPrimaryAssets Engine

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.

function
TSoftClassPtr::LoadSynchronous CoreUObject

Synchronously loads the class referenced by this soft pointer if it is not already in memory, then returns it.

function
TSoftObjectPtr::LoadSynchronous CoreUObject

Synchronously loads the referenced asset if it is not already in memory and returns a typed T* pointer.

function
UAssetManager::PredownloadPrimaryAssets Engine

Downloads the packages for a set of primary assets into the download cache using IoStoreOnDemand, without loading them into memory.

function
FText::PreloadStringTable Core

Requests that the given string table entry be loaded into memory before it is needed, avoiding a hitch when the text is first displayed.

function
FString::Printf Core

Constructs a new FString using printf-style format specifiers.

function
TArray::Reserve Core

Pre-allocates memory for at least Number elements without changing the logical size.

function
FName::Reserve Core

Pre-allocates memory in the global FName table to reduce reallocations during bulk name registration.

function
TArray::Reset Core

Removes all elements (calls destructors) but retains allocated memory for reuse.

function
TArray::SetNumUninitialized Core

Resizes the array to exactly NewNum elements without initialising any newly added memory.

function
TArray::SetNumUnsafeInternal Core

Directly sets the internal element count without touching memory, running destructors, or reallocating.

function
TArray::SetNumZeroed Core

Resizes the array to exactly NewNum elements.

function
TArray::Shrink Core

Reallocates the backing buffer so it exactly fits the current number of elements, releasing any excess capacity (slack).

function
TArray::Swap Core

Swaps two elements at the given indices after verifying both indices are in bounds.

function
TArray::ToString Core

Converts the frozen memory image representation of this TArray to a human-readable string by delegating to the allocator's ToString.

function
UBehaviorTreeComponent::UninitializeComponent AIModule

Overrides UActorComponent::UninitializeComponent to tear down the behavior tree instance stack and release runtime node memory before the component is destroyed.

function
UAssetManager::UnloadPrimaryAssets Engine

Unloads a list of primary assets that were previously loaded through the asset manager, releasing them if nothing else is keeping them in memory.

function
UGameplayStatics::UnloadStreamLevel Engine

Removes a previously streamed-in sub-level from the world by name, freeing its memory and actors.