Insane Loading URL Time with no information on how to find bottlenecks

The map we’re loading into has a plane and a skeletal mesh. The game does have a lot of sizable content however. Also, this load time issue seemed to start happening on transition to 4.6.1 from 4.5.

I added some stat groups inside normal map loading. UOG stands for UObjectGlobals. What I would really like to know now is how can I get logging in the EndLoad’s Self that is similar to the output in the Linker Preload chain? The Linker Preload shows exactly what assets are taking up load time and we’ve been able to cut that down dramatically. We still have some more to cut from our 17 second load time there but at least we know what we are fighting. The UObjectGlobal EndLoad Self though on the other hand is a bit worrysome as that is getting into some complex things that I don’t have enough time to sink my teeth into to figure out how to log in a way to make it as useful as the Linker Preload logging.

Unfortunately this project is under NDA with a publisher so I can’t really post more than this, and I’m working on getting my UDN access resolved as I seemed to have lost it earlier. Until then, best I can do is this.