Hey,
I am currently attempting to async load the plevel map package to reduce hitching when loading into the game.
I have the best part of this done through hooking into into a FLoadPackageAsyncDelegate.
If successful I then Add the package and the world to the root to save from GC before dispatching a task back on the GameThread that is responsible executing ::LoadMap() and the rest of ::TickWorldTravel.
The only difference is now that the package has already been loaded before we try and load it again in the LoadMap function.
I then ultimately run into issues in the EnsureCollisionTreeIsBuilt() call of FlushLevelStreaming(). It seems that something just isnt setup right with the physics scene.
I believe the issue is because the world is loaded from a thread other than GameThread, and this is causing something in physics not to be setup correctly.
Any advice on what I could look at?