# Chaos Cloth visualization doing blocking loads that cause async flush when starting our PIE sessions on UE5.3

**URL:** <https://forums.unrealengine.com/t/chaos-cloth-visualization-doing-blocking-loads-that-cause-async-flush-when-starting-our-pie-sessions-on-ue5-3/1958167>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine, question\
**Created:** [August 1, 2024, 2:21pm UTC](https://forums.unrealengine.com/t/chaos-cloth-visualization-doing-blocking-loads-that-cause-async-flush-when-starting-our-pie-sessions-on-ue5-3/1958167 "2024-08-01T14:21:20Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Paul\_Blagay](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Paul\_Blagay](https://forums.unrealengine.com/u/Paul_Blagay)\
**Post date:** [August 1, 2024, 2:21pm UTC](https://forums.unrealengine.com/t/chaos-cloth-visualization-doing-blocking-loads-that-cause-async-flush-when-starting-our-pie-sessions-on-ue5-3/1958167/1 "2024-08-01T14:21:20Z")

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Hi, we are trying to make our PIE startup as quick as we can because it’s slow and we are seeing these objects interrupt our async loads shortly after starting PIE which causes an async flush and several seconds stall:

```
FClothVisualization::FClothVisualization(const ::Chaos::FClothingSimulationSolver* InSolver)
	: Solver(InSolver)
{

```

#if WITH\_EDITOR  
FCookLoadScope CookLoadScope(ECookLoadType::EditorOnly);  
ClothMaterial = LoadObject(nullptr, TEXT(“/Engine/EditorMaterials/Cloth/CameraLitDoubleSided.CameraLitDoubleSided”), nullptr, LOAD\_None, nullptr); // LOAD\_EditorOnly  
ClothMaterialColor = LoadObject(nullptr, TEXT(“/Engine/EditorMaterials/Cloth/CameraLitVertexColor.CameraLitVertexColor”), nullptr, LOAD\_None, nullptr); // LOAD\_EditorOnly  
ClothMaterialVertex = LoadObject(nullptr, TEXT(“/Engine/EditorMaterials/WidgetVertexColorMaterial”), nullptr, LOAD\_None, nullptr); // LOAD\_EditorOnly  
CollisionMaterial = LoadObject(nullptr, TEXT(“/Engine/EditorMaterials/PhAT\_UnselectedMaterial”), nullptr, LOAD\_None, nullptr);  
#endif // #if WITH\_EDITOR  
}

Is this something that could either be toggled, or made async so it doesn’t interrupt our game asset loads?

Thanks!
