We are having some difficulties with PSO caching in UE4.24.1.
We had everything fine about PSO caching with our game in UE 4.22 but after migration to 4.24 we can’t manage why the PSO cache is not running in the build.
We have stablepc.csv file already generated and it is already succesfully packaged to the project as we can see it loaded in the log while packaging, but probably we are missing some special command or config to get it loaded in the game. We followed the steps from the documenatation:
We got three very simple BP functions in C++ and they are called in this order
In the BPGameInstance on EventInit:
In the LoadingMap scene:
In the same LoadingMap scene we check and wait in loop if the shaders are still compiling with:
It looks to me that the problem looks like that PSO caching in 4.24 should be started manually with something different than FShaderPipelineCache::ResumeBatching() command but I can’t figure out what should that be.