Hi, I was using source code UE5.4.0 to run a cooked debug build in Visual Studio. When I set the command line args with “-NoThreading”, the engine will stuck in compiling global shader map. More specifically, the code was stuck in FShaderCodeArchive::OnShaderCodePreloadFinished when acquiring a write lock. I need “-NoThreading” cause I want to understand the engine behavior without considering multi-threading. I’ve tried “-OneThread” and “-RDGImmediate” but I want more control. Any idea or workaround???