- 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]
MakeView now has overloads that accept an outer shared buffer that it will hold a reference to and inherit the read-only state from. The view must be contained by the outer shared buffer.
TakeOwnership now has overloads that accept an instance of a type derived from FSharedBuffer::FBufferOwner that will be moved and stored to manage the lifetime of the buffer when a delete function is insufficient.
Functions that create buffers now return pointers instead of references, for more optimal reference counting. ToSharedRef can be called on the return value to convert it to a reference in cases where that is useful.
#jira none
#rb Zousar.Shaker
#rnx
[CL 14680479 by Devin Doucette in ue5-main branch]
* Modified EnableNewSave cvar to use multiple values: 0: disabled, 1: enabled for cook, 2: enabled for uncooked, 3: enabled everywhere
* Added proper Prestream Packages support to Save2 since it isn't something that will be deprecated in the end
* Fixed new package not being saved properly when passing in a Base Object because they aren't properly marked as fully loaded in Save1
* Added a way for SaveConcurrent to use serial save with Save1 for now when not being passed in the SAVE_Concurrent flag
* Switched Save2 traces to use the SaveTimeChannel like Save1
#rb Matt.Peters
[CL 14652312 by Francis Hurteau in ue5-main branch]
Add an additional check in the linker diff commandlet to check the old save algo against itself and catch potential save byproduct
Add a consistent vs algo linker diff mode for the cooker, consistent mode will detect save byproduct on the same save algorithm while algo mode will compare the two algorithm
#rb Devin.Doucette
[CL 14593292 by Francis Hurteau in ue5-main branch]
- ObjectPtrTest was just checking for windows. HL2 falls into the same category
- D3D12RHI.cs now has AGS properly so that D3D12RootSignature includes process correctly
#RB:none
#CodeReview: steve.smith
[CL 14587450 by Jason Bestimt in ue5-main branch]
Enabled back checks on power of 2 textures when generating mips.
#rb josh.adams
#jyi rolando.caloca
#jira UE-101452
[CL 14550682 by Uriel Doyon in ue5-main branch]
Also add protection so meshdescription can be read from multiple threads in editor
- Loading Reverb's P_World with empty DDC
- 319GB to 242GB peak private byte
- 166GB to 80GB permanent memory usage after map load
#rb Richard.Talbot-Watkins, Matt.Peters, Paul.Chipchase
[CL 14544739 by danny couture in ue5-main branch]