I made an Editor plugin that processes assets to automatically create things like sockets, materials instances, etcetera.
I am however noticing that when I’m processing SkeletalMeshes and load them to modify their properties, they seem to load the full object including any references as-if the editor wants to render it to a viewport. It will even from time to time show the toast of “Preparing shaders”.
The result is that when processing hundreds of SkeletalMeshes , the GPU memory is filling up with textures even when unloading/GC-ing the objects after using them.
I’m looking for a way to load objects in such a way I can modify their properties and use them as a reference for other assets, but without “fully” loading them. Eg. When I’m processing a SkeletalMesh and am only creating a socket, there is no reason for it to load all associated shaders.
Any help or pointers to achieve what I’m looking for would be appreciated!
EDIT: It is similar to what the PropertyMatrix is doing I guess. When I select all my SkeletalMeshes in the editor and right-click, the editor will load them without hardly using any memory, then I can change them and save them all without a problem.