Track assets loaded inside the game
I am trying to track the memory allocated for every resource that is being loaded inside the game. For example, say I have ten meshes. Two of them used by the player. Five used by AI characters, and remaining used by environment. Now I want to differentiate these ten meshes into three different categories based on whoever is using them. I know how much memory is being allocated when their constructor is being called (and because of the constructor, I know which mesh is used by which class). But the meshes are loaded later using FLinkerLoad. At this point, I am not able to track which mesh is being used by whom. I have the Mesh pointer (when Character class constructor creates it), now how to track the memory it further loads while loading the asset?
asked Jul 27 '18 at 09:39 PM in C++ Programming
Asset Registry provides some events for that
More precisely OnInMemoryAsset events
answered Jul 28 '18 at 12:16 AM
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