Danger of
LoadSynchronous
Example of why
LoadSynchronous
is very bad and shouldn’t be used in shipped builds (Thanks to Northstar)Northstar
“Let’s say you’re loading a map async. It’s a big map and it’s taking a while. Then you call LoadSynchronous on a DA or something. Map load gets cancelled, DA blocks game thread to load, Map starts loading all over again but blocking the game thread”
In other words: “LoadSync halts all requests in the queue. They can’t resume async so SM handles this by sync loading them”
Data Assets
Example on why and how to use: https://www.tomlooman.com/unreal-engine-asset-manager-async-loading/
Filtering PDAs using tags Thanks to Snaps
- On PDA
- Override
GetAssetRegistryTags(Context)
- Add tag to
Context
- Override
- When searching:
FAssetRegistryModule& AssetRegistryModule = FModulemanager::LoadModuleChecked<FAssetRegistryModule>("AssetRegistry");
AssetRegistryModule.Get().GetAssetsByTagValues(Tags, OutArray);
- filter PDAs using tags Discord message