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- 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]