Thanks for your reply Rama.
Interesting, but not what I actually wanted to know. But did not think about it the way you did, so the question may be a bit to broadly asked. I was more thinking about a the whole state of the server and the time dissipation between the save of the actors.
Imagine a game where you loose all items when you die. There is a huge battle ongoing and async save is in progress. Lets say PlayerA has been saved. Now PlayerA and PlayerB die at the same time. Now PlayerB is getting saved. And the server was shut down because what ever (maybe power failure). After reloading the server PlayerA got all his items because he was saved before death, PlayerB lost everything cause he was saved after death.
Whith your explanation from above, thats exactly what might be happening?
We create tons of actors at runtime. Everything is about actor creation. We might need to save 1000+ actors with a single save. Lets say we are saving 1 actor a frame/tick, and running in VR with 90 FPS we would need 1000/90=11,11secs for a single save. During that time multiple actors could have been spawned.
What about actors that get spawned during async save? Do these make it still into the save?
Keep up the greate work.
cheers.