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Why synchronous loading flush async loading

 //
 // Begin loading packages.
 //warning: Objects may not be destroyed between BeginLoad/EndLoad calls.
 //
 void BeginLoad()
 {
     auto& ThreadContext = FUObjectThreadContext::Get();
     if (ThreadContext.ObjBeginLoadCount == 0 && !IsInAsyncLoadingThread())
     {
         // Make sure we're finishing up all pending async loads, and trigger texture streaming next tick if necessary.
         FlushAsyncLoading();
 
         // Validate clean load state.
         check(ThreadContext.ObjLoaded.Num() == 0);
     }
 
     ++ThreadContext.ObjBeginLoadCount;
 }

In the function BeginLoad, unreal will flush aync loading when this is invoked by synchronous loading request(staticloadobject). But why? Can someone help me to explain it? For a example?

What's more, it just flush the time-sliced async loading, not threaded aync loading.

Many thanks!

Product Version: UE 4.18
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asked Feb 02 '18 at 08:55 AM in C++ Programming

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CShawn
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