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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?

Product Version: UE 4.20
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asked Jul 27 '18 at 09:39 PM in C++ Programming

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avatar image deric.an Feb 20 '19 at 08:16 AM

i also have the similar question, when the asset pointed by hard pointer was loaded in a packaged game?

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answered Jul 28 '18 at 12:16 AM

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avatar image DarkNemesis Jul 30 '18 at 07:25 PM

I have a few questions on this: 1. What is the difference between FAssetAddedEvent and FInMemoryAssetCreatedEvent? 2. Also, isn't AssetRegistry just for editor builds? I want something like this for non-editor builds. 3. Suppose this method works, and I have a callback for OnAssetAdded. But how do I identify that this asset is being used by this class? And how do I query how much memory is it using?

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