Map Load Times in Editor

Hi Andy,

The LoadAlwaysLoaded is for “non-spatially loaded assets”. This should not be 75% of the load time. Which hash are you using? If using the SpatialHash, you can try setting the following cvar to reduce the amount of Actors being promoted.

;In DEfaultEngine.ini [SystemSettings] wp.Runtime.RuntimeSpatialHashPlaceSmallActorsUsingLocation=1I recommend reviewing the World Building section on “Previous version changes” for other tips related to project that were started in older releases and upgraded. https://dev.epicgames.com/community/learning/knowledge\-base/r6wl/unreal\-engine\-world\-building\-guide\#wp\-previousversionsimportantchanges

There are a couple of things that can affect the loading speed from the point of view of the workstation hardware and config.

  • HDD vs SSD: OFPA comes with tons of files so faster SSDs (Raid?) are almost essential to promote shorter load times.
  • Last Access Time: This is a default of NTFS so that the file records are updated every time the files are read. You can turn it off to get a speed boost.
    • from a command prompt with Admin privilege: fsutil behavior set disableLastAccess 1
    • You must reboot the system for the setting to take effect
  • Anti-virus\malware: Those are known to slow down file access. We recommend setting an exception on the Editor process OR the folder that host the project
  • The Windows cache: The file system caches any file read IF there is enough RAM in the system. You can use tools like RAMMAP to monitor the files that are currently cached. This can have a direct impact on subsequent loads.

The following post is also interesting here: [Content removed]

The TLDR is that a customer found that calls to FFileHandleWindows::ShrinkBuffers are slowing things down because the handles are reopened. The goal of the reopen operation is to save on RAM usage which can improve the cooking time (less GC required) .

Regards,

Martin