- Add protection against async property accessed during async build and postload.
- Split PostLoad into 3 steps with the most part now being made async.
- Make Build/BatchBuild API async when the feature is activated.
- Add a new StaticMesh compilation manager. (This will be refactory later to reduce duplicated code with texture compiler).
- Skip RenderState creation for any static mesh component still being built so they only show up when ready.
- Fixed DistanceField and MeshCard computation that might trigger too soon if fixups are required to RenderData during PostLoad.
- Dynamic priorisation for building and updating static meshes nearest to the viewport.
- Implement different PIE modes, current default is to stall only for mesh that might affect nagivation/collision for players/bots.
- Add a new generic interface for assets being built (still a WIP).
- Add ability in FrontEnd filters to skip serialization of asset being async compiled and refresh when compilation finishes.
- Prevent auto-save while textures and static meshes are being built (same as shaders)
- Logic has been reordered in some Fortnite Building Component to avoid unnecessarily touching static mesh properties.
General Optimizations
- Use cached thumbnails until shaders/textures/static meshes are ready to improve performance and avoid rendering incomplete thumbnails.
DEBUGGING
- Can be forcibly enabled/disabled through command-line via -asyncstaticmeshcompilation=[off, on, paused]
- Can pause staticmesh compilation using Editor.AsyncStaticMeshCompilation = 2 or -asyncstaticmeshcompilation=paused
- Can manually resume a specified amount of paused compilation using Editor.AsyncStaticMeshCompilationResume [Num]
- Can forcibly wait on all compilation using Editor.AsyncStaticMeshCompilationFlushAll
BENCHMARKS
- 2m19s to 17.9s for Loading FortGPUTestbed's LumenTest with an empty local only DDC
- 2h45m to 5mxxs for Loading Reverb's P_World with an empty local only DDC
- 17m29 to 10m27s for Loading Apollo_Terrain_Edit with an empty local only DDC
TESTS
- Loading maps from Reverb, Fortnite, ShooterGame, QAGame, FortGPUTestbed
- Content browser interactions while still under heavy compilation
- Importing with Datasmith / Dataprep
- Working with the new Mesh Modeling Tool
- Shutting down the editor while loading
- Most of EngineTest Test Suite
REFERENCES
- Design https://docs.google.com/document/d/1O4GI1G9AtQN6l0SaGFfXw0DyNhlLunLoEqne5INvxIQ
- Documentation https://docs.google.com/document/d/1KCdFEMhhcsGwfgOisTVwlOwtsmEd7qbB0V6Tc39Gb10
#rb Francis.Hurteau
[CL 14688146 by danny couture in ue5-main branch]
Refactored FindField into FindUField and FindFProperty to avoid confusion caused by the fact that FindField<UField> will no longer return FProperties.
#jira UE-90683
#rb Steve.Robb
#tests Basic editor functionality test, cooked and ran PC client and server, bot soak tests for two hours
#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 12190998 in //UE4/Release-4.25/... via CL 12190999
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v661-12148976)
[CL 12191300 by robert manuszewski in Main branch]
Removed the ui to reset the asset import data on a static mesh.
#jira UE-85213
#rb Benoit.Deschenes, JeanMichel.Dignard
#lockdown cristina.riveron
#ROBOMERGE-SOURCE: CL 10882788 in //UE4/Release-4.24/...
#ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v626-10872990)
[CL 10882802 by julien stjean in Main branch]
#rnx
#rb none
#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)
[CL 10870586 by ryan durand in Main branch]