Features:
• Load Assets Asynchronously
• Real Progress of Loading Asset
Code Modules:
• PreLoad(Runtime)
• PreLoadEditor(Editor)
Number of Blueprints:2
Number of C++ Classes: 10
Network Replicated: No
Supported Development Platforms: Win64
Supported Target Build Platforms: Win64
特征:
• 异步加载资源
• 加载资产的实际进展
代码模块:
• 预加载(运行时)
• 预载编辑(编辑)
蓝图数量:2
C++类数:10
网络复制:没有
支持的开发平台:Win64
支持的目标构建平台:Win64





By preloading level’s assets in memory, you can open level or streamlevels immediately.
And you can get the real load progress value.
Importent: ***** Use “List of Maps to include in a packaged build” in Packaging setting to include your maps, Because the levels has no dependencies.
video:https://www.dropbox.com/s/8njbgrr4a57dwva/202301081958.mp4?dl=0
Update(Publish 26/6/2024) :
1.Add the option of “Use Externsl Actors” for UE5.3+.
2.Add the setting of “Is Release Denpendencies”.
Update(Publish 2/3/2023) :
1. Fix memeory leak when open level which already loaded level’denpendencies Asynchronously in the eidtor.
2.Add release the last loaded memory of level’denpendencies.
Update(Publish 27/12/2022) :
1.Add Async Load Level node by level name and delete the interface of PreloadInterface which Async load all levels in datatable.
2.fix the block issue of exporting current level’denpendencies.
Update(Publish 27/11/2022) :
1.Support the setting of MaxParallelObject’number in the editor.
2.Support WorldPartition.
通过在内存中预加载级别的资源,您可以立即打开级别或流级别。
并且可以得到真实的加载进度值。
Importent:*****在打包设置中使用”要包含在打包构建中的映射列表”来包含您的映射,因为级别没有依赖关系。
短片:https://www.dropbox.com/s/8njbgrr4a57dwva/202301081958.mp4?dl=0
更新(发布26/6/2024) :
1.为UE5.3+添加”使用Externsl Actors”选项。
2.添加”Is Release Denpendencies”的设置。
更新(发布2/3/2023) :
1. 修复已在eidtor中异步加载level’denpendencies的open level时的memeory泄漏。
2.添加释放level’denpendencies的最后加载内存。
更新(发布27/12/2022) :
1.按级别名称添加异步加载级别节点,并删除数据表中异步加载所有级别的预加载接口。
2.修复导出当前级别的延迟的块问题.
更新(发布27/11/2022) :
1.在编辑器中支持MaxParallelObject’number的设置。
2.支持WorldPartition。

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