Check if all content has been streamed in C++

Hi,

Context: I use Unreal Engine to generate Synthetic Content of Urban scenes. I need to grab camera shots from different locations and save them as image files. To ensure that all meshes and textures have been loaded before taking the screenshot (I’m doing this by copying the content of the viewport) I currently wait up to 3 seconds after I moved to a new location (slow harddisk).

Question: Is there a way to programmatically check if all meshes and textures have been loaded? This would enable me to speed up my whole process.

Thanks

Hi,

You could run an engine with -notexturestreaming commandline option to disable texture streaming at all. For level streaming after teleportation to a new location you will need to call World->FlushLevelStreaming() to ensure that all sub-level are streamed in.