# iOS random hitches

**URL:** <https://forums.unrealengine.com/t/ios-random-hitches/295117>\
**Category:** Mobile\
**Tags:** unreal-engine, iOS, CPP, question\
**Created:** [October 2, 2014, 5:00pm UTC](https://forums.unrealengine.com/t/ios-random-hitches/295117 "2014-10-02T17:00:57Z")\
**Posts on this page:** 1\
**Showing post:** 5

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**Author:** ![tofusoup](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@tofusoup](https://forums.unrealengine.com/u/tofusoup)\
**Post date:** [August 21, 2016, 7:39pm UTC](https://forums.unrealengine.com/t/ios-random-hitches/295117/5 "2016-08-21T19:39:58Z")

</div>

I got a response in another thread about similar issue… not sure if this will help.

If you want to disable GC in release builds to avoid hitches (if you are experiencing them); In the commandline when you run the game:  
-NoVerifyGC

I’ll be testing this

> **[Game Hitches (GC Mark Time?)](https://forums.unrealengine.com/questions/177892/game-hitches-gc-mark-time.html)**
>
> Hello guys, I have a somehwat important problem, as in my game, there are quite a lot of projectiles (for a mobile game at least) and after some time (like 30-40 seconds ca.) there is a huge lag. When tracking with the STAT XXXXX commands the GC...

> **[UE4 garbage collection fix?](https://forums.unrealengine.com/questions/292828/ue4-garbage-collection-fix.html)**
>
> I wanted to know if theres a work around to the automated garbage collection at 60 seconds and if not could that be requested? Like a means to specify when to call it? It seems big hitches called by the first gargbage collection of any gaming...

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

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