ULimenThreadPoolDeveloperSettings
Overview
ULimenThreadPoolDeveloperSettings is a UDeveloperSettings class that allows developers to configure various parameters related to the Limen ThreadPool. It provides properties for enabling or disabling subsystem usage, automatically determining the number of threads, setting a fixed number of threads, specifying memory per thread, and defining thread priority. The settings are accessible in the Unreal Engine editor under the "Project" -> "Game" -> " Limen - Thread Pool" section.
Properties
Type | Name | Access | Description |
|---|---|---|---|
bool | bUseSubsystem | EditAnywhere, Config | Enables or disables the use of a subsystem. |
bool | bAutoDetermineThreadCount | EditAnywhere, Config | Determines if the number of threads should be automatically determined based on system capabilities. |
int32 | NumThreadsToUse | EditAnywhere, Config | The fixed number of threads to use when |
int32 | MemoryPerThreadInBytes | EditAnywhere, Config | The amount of memory allocated per thread in bytes. Must be non-negative. |
EBP_ThreadPriority | ThreadsPriority | EditAnywhere, Config | The priority level for the threads. |
Functions
Return Type | Signature | Description |
|---|---|---|
int32 | GetThreadCount() const | Returns the number of threads to use based on the current settings. If |
FName | GetContainerName() const | Returns the container name for the settings section. |
FName | GetCategoryName() const | Returns the category name for the settings section. |
FName | GetSectionName() const | Returns the section name for the settings section. |
FText | GetSectionText() const | Returns the text representation of the section name. Only available in editor builds. |
FText | GetSectionDescription() const | Returns a description of the section. Only available in editor builds. |
Usage & Implementation Notes
This class is specific to Windows platforms and uses
FWindowsPlatformMisc::NumberOfCores()to determine the number of threads if automatic determination is enabled.The settings are accessible through the Unreal Engine editor, allowing developers to configure thread pool behavior without modifying code.
Memory per thread and priority can be adjusted to optimize performance based on specific use cases.