Hi,
We recently upgraded to 4.10. Unfortunately we are facing a huge load time when we want to play in editor. This huge load time only occurs once and for the first time we press the play button in editor. After we press play button, the editor consumes huge working set, sometimes more than 4GB and make the whole unresponsive and it causes thrashing. After loading finishes, these warnings show up in output log and I have to say that we have no nav meshes in our levels:
LogOutputDevice:Warning: === Handled error: ===
Ensure condition failed: MyNavData [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.10\Engine\Source\Runtime\AIModule\Private\Navigation\PathFollowingComponent.cpp] [Line: 511]
Stack:
UE4Editor-Core.dll!FWindowsPlatformStackWalk::StackWalkAndDump() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:175]
UE4Editor-Core.dll!FDebug::EnsureFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\misc\outputdevice.cpp:276]
UE4Editor-Core.dll!FDebug::OptionallyLogFormattedEnsureMessageReturningFalse() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\misc\outputdevice.cpp:385]
UE4Editor-AIModule.dll!UPathFollowingComponent::RecacheNavigationData() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\aimodule\private\navigation\pathfollowingcomponent.cpp:511]
UE4Editor-AIModule.dll!TBaseUObjectMethodDelegateInstance<0,UPathFollowingComponent,void cdecl(void)>::ExecuteIfSafe() [d:\buildfarm\buildmachine++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:772]
UE4Editor-Engine.dll!TBaseMulticastDelegate::Broadcast() [d:\buildfarm\buildmachine++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:809]
UE4Editor-Engine.dll!UNavigationSystem::OnWorldInitDone() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\ai\navigation\navigationsystem.cpp:719]
UE4Editor-Engine.dll!UNavigationSystem::InitializeForWorld() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\ai\navigation\navigationsystem.cpp:2252]
UE4Editor-Engine.dll!UGameInstance::StartPIEGameInstance() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\gameinstance.cpp:251]
UE4Editor-UnrealEd.dll!UEditorEngine::CreatePIEGameInstance() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\playlevel.cpp:3012]
UE4Editor-UnrealEd.dll!UEditorEngine::PlayInEditor() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\playlevel.cpp:2259]
UE4Editor-UnrealEd.dll!UEditorEngine::StartQueuedPlayMapRequest() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\playlevel.cpp:1048]
UE4Editor-UnrealEd.dll!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\editorengine.cpp:1244]
UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\unrealedengine.cpp:361]
UE4Editor.exe!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launchengineloop.cpp:2427]
UE4Editor.exe!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor.exe!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor.exe!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32.dll
ntdll.dll
ntdll.dll
Also when I debug using DebugGameEditor settings, the editor breaks to a line in PathFollowingComponent.cpp just one time. I attached an image showing the line of the break.
Thanks in advance for checking the issue