Removing them remove the following debug assert in LinkerLoad.h that happen when we copy FSkeletalMeshLODModel structure.
checkSlow(FPlatformTLS::GetCurrentThreadId() == OwnerThread);
It should also prevent a crash with file handle since we cannot lock two different bulk data in separate thread if the two bulk data are store in the same package since they will share a file handle
#jira UE-137959
#rb danny.couture
#rnx
#preflight 61d86521430de36baa5c471f
#ROBOMERGE-OWNER: alexis.matte
#ROBOMERGE-AUTHOR: alexis.matte
#ROBOMERGE-SOURCE: CL 18558758 in //UE5/Release-5.0/... via CL 18558826
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)
[CL 18558834 by alexis matte in ue5-release-engine-test branch]
[FYI] Alexis.Matte
Original CL Desc
-----------------------------------------------------------------
Fix a lock issue in CopyStructure, bulkdata are not playing well with thread so I prefer not using them for such small amount of editor data.
Removing them remove the following debug assert in LinkerLoad.h that happen when we copy FSkeletalMeshLODModel structure.
checkSlow(FPlatformTLS::GetCurrentThreadId() == OwnerThread);
It should also prevent a crash with file handle since we cannot lock two different bulk data in separate thread if the two bulk data are store in the same package since they will share a file handle
#jira UE-137959
#rb danny.couture
#rnx
#preflight 61d86521430de36baa5c471f
#ROBOMERGE-AUTHOR: alexis.matte
#ROBOMERGE-SOURCE: CL 18548323 in //UE5/Release-5.0/... via CL 18548343
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)
[CL 18548359 by alexis matte in ue5-release-engine-test branch]
Removing them remove the following debug assert in LinkerLoad.h that happen when we copy FSkeletalMeshLODModel structure.
checkSlow(FPlatformTLS::GetCurrentThreadId() == OwnerThread);
It should also prevent a crash with file handle since we cannot lock two different bulk data in separate thread if the two bulk data are store in the same package since they will share a file handle
#jira UE-137959
#rb danny.couture
#rnx
#preflight 61d86521430de36baa5c471f
#ROBOMERGE-AUTHOR: alexis.matte
#ROBOMERGE-SOURCE: CL 18545668 in //UE5/Release-5.0/... via CL 18545691
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)
[CL 18545711 by alexis matte in ue5-release-engine-test branch]
Phase 1 adds the async compilation without introducing any higher-level awareness.
This step provides the biggest performance improvements by allowing skeletal mesh to be compiled in
multiple threads but stalls are expected to occur before the level has finished loading as soon as
properties of skeletal meshes are accessed by the game-thread.
- Make skeletal mesh reduction and renderdata building thread-safe where needed
- Add protection on all USkeletalMesh accessors so the game-thread can wait on data still being built if needed
- Modify both PostLoad and Build to be async when the feature is enabled
- Make FRawSkeletalMeshBulkData::LoadRawMesh thread-safe
- Fix some PropertyChangedEvent name comparison to use strongly typed GET_MEMBER_NAME_CHECKED
- Add an experimental setting options to enable the feature (disabled by default for now)
DEBUGGING
- Can be forcibly enabled/disabled through command-line via -asyncskeletalmeshcompilation=[off, on, paused]
- Can pause skeletal mesh compilation using Editor.AsyncSkeletalMeshCompilation = 2 or -asyncskeletalmeshcompilation=paused
- Can manually resume a specified amount of paused compilation using Editor.AsyncSkeletalMeshCompilationResume [Num]
- Can forcibly wait on all compilation using Editor.AsyncSkeletalMeshCompilationFlushAll
BENCHMARKS
Tested on AMD TR 3970X with 256GB RAM
- 6m50s to 2m58s for loading P_Construct with a local-only DDC that doesn't contains any prebuilt skeletal mesh
- 3m10s to 39s for importing 299 SK with the Interchange framework
TESTS
- Opened all 5769 SK from FortniteGame to exercise all legacy conversion code paths
- Opened all 102 SK from QAGame
- Opened P_Construct, Apollo_Terrain, LumenTest, P_World
- Imported 299 SK with and without Interchange activated
- Ensure no new regression introduced in any of the 70 SK related tests from EngineTest
- Run all FBX import test in EngineTest
- Cook / Run ShooterGame Client
#rb Alexis.Matte
[CL 15452895 by danny couture in ue5-main branch]
Adding a public member to USkeletalMesh class is now prohibed since it can break asynchronous operations that will be added next to this submit.
#rb danny.couture
#jira UEENT-3936
#rnx
[CL 14812920 by Alexis Matte in ue5-main branch]