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Attempting to async load plevel map package


I am currently attempting to async load the plevel map package to reduce hitching when loading into the game.

I have the best part of this done through hooking into into a FLoadPackageAsyncDelegate. If successful I then Add the package and the world to the root to save from GC before dispatching a task back on the GameThread that is responsible executing ::LoadMap() and the rest of ::TickWorldTravel.

The only difference is now that the package has already been loaded before we try and load it again in the LoadMap function.

I then ultimately run into issues in the EnsureCollisionTreeIsBuilt() call of FlushLevelStreaming(). It seems that something just isnt setup right with the physics scene.

I believe the issue is because the world is loaded from a thread other than GameThread, and this is causing something in physics not to be setup correctly.

Any advice on what I could look at?

Product Version: UE 4.11 Preview
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asked Mar 14 '16 at 04:18 PM in C++ Programming

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avatar image lun Dec 03 '18 at 09:36 AM

Hi, did you manage this issue?

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