I feel like Unreal is suffering from same problem DX11 suffered with not-knowing when what shader will be used. Essentially, we just moved the compilation problem from driver to game engine. What is more ideal is that this should be moved to the hands of developers with a nice API to work with. It can be difficult for Unreal to predict when I’m going to spawn an effect, but I know exactly when I’m going to do that. So, give us an API that allows us to set high-priority compilation targets for assets and even query whether asset is compiled and ready to go. IMO this should be priority because this is a deterministic solution that guarantees results whereas in automatic pre caching puts more load on CPU by generating 5x PSO’s than what is needed and likely won’t have 100% coverage for some time yet.