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- 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]
7.7 KiB
7.7 KiB