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Actor Blueprint slows down for multiple asset loading

Hi,

When I load multiple assets in an actor blueprint , as children of a scene component, it takes a lot of time. If I load , say 1000 assets be selecting them from content browser and click on add component , it takes more than 10 minutes and the editor remains frozen. Kindly let me know how to fix it.

Also multiple selection makes the children parent of each other, instead of being children of currently selected scene component , as shown in the below picture. Please help.

alt text

Product Version: UE 4.16
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asked Aug 12 '17 at 01:07 PM in Bug Reports

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Sameek
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avatar image Fjellgnu Aug 12 '17 at 07:55 PM

I am sorry but I have to ask: How long time do you expect it would take to load one thousand assets? Handling large amounts of data is going to take time!

avatar image Sameek Aug 14 '17 at 08:00 AM

Yes , but coming to another issue , see each object becoming parent of the next one. Need all objects to be the parent of the same scene component that is currently selected.

avatar image Sameek Aug 14 '17 at 08:01 AM

Also , 100 assets takes about few seconds to load , 1000 assets should take 2-3 minutes in that respect. I had to wait indefinitely for 10-15 minutes before shutting down the engine :)

avatar image Fjellgnu Aug 14 '17 at 11:17 AM

So, are all the one thousand assets floor tiles or am I reading the screenshot incorrectly?

If the answer is yes, why do you need all the tiles as individual objects? It would help to know what you are trying to do here!

avatar image Sameek Aug 14 '17 at 12:09 PM

Yes , because need to be able to select and edit materials of individual components(here floor tiles) separately in run-time. This is for interactive arch viz project.

avatar image Fjellgnu Aug 14 '17 at 12:40 PM

And you need that for every single tile?

I tried to add many assets to a class and it did the same thing for me. And the bad news is that I have not been able to find a way to do this without everything becoming parent of each other.

I think I would have made a smaller section of the floor with one blueprint class and then replicate that in the scene. Then you have to set up i.e. 50 tiles and you could copy that tile section around.

Each instance of the class will work as its own unit and you can change tiles individually in each. Also separate of each other.

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