UGantryGaugeSettings
Project settings for Gantry's load ledger and streaming instrumentation.
- Class Selection picks your own
UGantryStreamingSubsystemsubclass. Empty uses Gantry's. - Loading turns load tracking on or off, sets how much detail it records, and controls the warning for blocking loads.
Saved to DefaultGame.ini under [/Script/GantryGauge.GantryGaugeSettings].
- Inherits
UDeveloperSettings
Properties
| Property | Type | Default | Description |
|---|---|---|---|
StreamingSubsystemClass read-only config | FSoftClassPath | None | Streaming instrumentation subsystem class to create. Must derive from |
bEnableLoadLedger read-only config | bool | True | Turns load tracking on or off for the whole project. Off, nothing is recorded: Begin Load Scope returns an invalid handle, which every other scope node ignores, and no scope, event or history is kept. Loads themselves still happen, but a loading screen sees no progress. Turning it off takes effect at once: scopes already open stop updating (no further progress events) until it is turned on again. |
bTrackIndividualAssets read-only config | bool | True | Records each asset a load scope asks for, not just the counts. This is what lets a loading screen name the asset it is on. It costs one path per tracked asset, so turn it off in Shipping if your loading screen only shows counts or a bar. A change applies to loads started after it. |
LoadDetailPollInterval read-only config | float | 0.100000 | Seconds between refreshes of which individual assets have loaded. Counts update every frame and are nearly free. Checking each asset costs time per asset in the scope, so it runs on this slower interval. Zero means every frame. |
CompletedScopeHistorySize read-only config | int32 | 64 | How many closed load scopes are kept as recent history, for the Load Gauge panel and a snapshot's Recent Scopes. Zero keeps none. |
bWarnOnBlockingLoads read-only config | bool | True | Logs a warning for each blocking load through the Gantry asset manager after the engine's initial load. Every one is a frame hitch. |
Functions
GetGantryGaugeSettings
The project's Gantry Gauge settings, read-only, for Blueprint.
| Pin | Type | Direction | Description |
|---|---|---|---|
| Return Value | UGantryGaugeSettings* | out | The settings object; never null. |
C++
Public C++ members that Blueprint does not see.
UGantryGaugeSettings
Sets the defaults: ledger on, per-asset tracking on, 0.1 s polling, 64 closed scopes kept, blocking-load warnings on.
GetContainerName
virtual FName
Places these settings in Project Settings.
GetCategoryName
virtual FName
Files these settings under the Plugins category.
GetSectionName
virtual FName
Names the settings section "Gantry Gauge".
GetSectionText
virtual FText
Returns the localised section title shown in Project Settings.
GetSectionDescription
virtual FText
Returns the one-line description shown under the section title.
PostEditChangeProperty
virtual void
Validates the class selections as soon as one is edited, logging any that are invalid.
ToDebugString
FString
Returns a human readable dump, used by the Gantry.Gauge.DumpSettings console command.
ValidateClassSelections
bool
Checks each class selection against the base class it must derive from, logging an error per misconfigured one.
Returns false if any failed. Blocking: may load the selected classes.
Get
static const UGantryGaugeSettings *
Returns the settings class default object, which holds the configured values.
Never null once the class is loaded.