- FQueuedThreadPoolWrapper will now try to retract any task it can until the max concurrency goal is achieved to respect priority as much as possible
- Add memory requirement estimate on IQueuedWork to allow the threadpool wrapper to take action when required
- Add logic in the asset compiler's threadpool to handle per asset memory requirement instead of using a default for all assets
- Add estimate for static mesh and textures
- This change should improve CPU usage when processing small assets on memory constrained systems and should prevent OOM when dealing with several excessively large assets
#jira UETOOL-3082
#rb Francis.Hurteau
[CL 16019139 by danny couture in ue5-main branch]