"Reloading inlined bulk data directly from disk" warning in build

Our built client has been emitting this warning over and over:

LogSerialization: Warning: Reloading inlined bulk data directly from disk, this is detrimental to loading performance

All warnings are for the same asset (a texture used in a few places). Unfortunately, I haven’t been able to find any information on what is causing the issue and what can be done to fix it.

Could someone explain to me what exactly the warning means and what we could or should change about our setup? Like, what causes the texture to be inlined? Should it not be? If it should be inlined, how do I make sure it doesn’t get reloaded unnecessarily? I’ll also gladly take pointers to some relevant documentation, or some advice for how to diagnose the problem further myself.

Having this same issue. Did you find a solution @Menderbug? :eyes:

I did! I was confused by the timing of when this warning seemed to pop up and thought it must be related to the texture’s use in a material. But we also have some C++ code reading the texture data, and we had a copying of the texture’s bulk data that happened every frame (via Texture->PlatformData->Mips[0].BulkData.GetCopy).

Ultimately, I just needed to move that code so it only happened during initialisation and we’re now keeping a separate copy of the texture data around at all times so it’s easily accessible.

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