A functional core OSS version is available on GitHub: https://github.com/gregorik/PSO-Autopilot. The present Fab version is fully featured, including all USP's described in the manual.
PSO Autopilot is a reliable, production-ready solution to Unreal Engine 5's notorious shader compilation stutter and lag.
The "Shader Compilation" plugins on various marketplaces attempt to solve stutter by brute-forcing the Engine: loading all of your project's assets into memory simultaneously. If you are building a massive 50GB open-world game, this simplistic approach guarantees catastrophic RAM spikes, completely frozen loading screens, and eventually, Out-Of-Memory (OOM) crashes on consoles or lower-end PCs.
PSO Autopilot is different: it was created from the ground up to orchestrate Unreal's native hardware pipeline asynchronously, managing memory, threads, and driver caches with architectural precision.
Core functionality deep-dive:
Memory-Safe Chunking: The plugin uses FStreamableManager to asynchronously load constrained batches of assets (default 100). It unloads them and explicitly forces Garbage Collection (GEngine->ForceGarbageCollection) between batches, which effectively mitigates Out-Of-Memory (OOM) crashes on large projects.
Time-Sliced Game Thread Yielding: The ProcessBatchTimeSliced() function respects the MaxProcessingTimeMsPerFrame budget (default 5ms), breaking up the workload and yielding the Game Thread to keep UI animations smooth.
Smart Cache Skipping: The plugin generates an MD5 fingerprint to bypass redundant warmups on subsequent boots by reading/writing to GGameUserSettingsIni.
Engine PSO Pacing: It checks FShaderPipelineCache::NumPrecompilesRemaining() to ensure it doesn't overrun the engine's built-in background shader compilation queue.