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UReflectionCaptureComponent causing hitches on RenderThread when streaming levels


We are loading a bunch of streaming levels in order to create a procedural world. The async loading is working fine for the most part, the game runs at a steady framerate... except for an occasional hitch on the render thread. I've dug into this and it seems to be that all the reflection components are updated in one frame - GameEngine tick calls into ReflectionCaptureComponent::UpdateReflectionCaptureContents, which updates all new reflection capture components. What's the best way to get rid of this hitch?

Here's a quick screenshot of a profiling dump from one of these hitches (from a development build, but the same hitches show in a shipping build):

alt text


Product Version: UE 4.17
reflectionhitch.png (299.8 kB)
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asked Dec 14 '17 at 02:36 PM in Rendering

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