I have UE4 and some other systems which communicate using the windows file system (ramdrive) - with external systems shifting in high frequency text messages/images while UE4 reads them and deletes them.
I am using FFileHelper::loadfilefromstring and FFileHelper::SaveStringToFile to read the text files, then IPlatform to tidy up/delete, at a high frequency. This is impacting FPS, showing spiking in the profiler, even after trying to distribute disk access to smooth things out
Does anyone know how I can make these async?
I have been looking at [TABLE=“cellspacing: 0”]
[OpenAsyncRead](https://docs.unrealengine.com/en-US/API/Runtime/Core/GenericPlatform/IPlatformFile/OpenAsyncRead/index.html) ( const [TCHAR](https://docs.unrealengine.com/en-US/API/Runtime/Core/HAL/TCHAR/index.html) * Filename )
but my C++ is not developed enough to understand how to implement this? Does anyone have an example?
Or would moving these functions to “dynamic delegates” and returning values smooth my FPS issues? Again I do not know exactly how these work
I have copied the code from Kismetlibrary::delay to look at async node creation but i cant seem to return values from this
Any input greatly appreciated!