Summary
I believe that creating scene graph assets, placing them in the scene, and/or spawning them at runtime leads to major delays with the “validating local files” part of pushing changes/verse changes. I have proof of this happening in my project where deleting some entity prefabs and the code referencing those took down the push changes updating time from (not exaggerating, I have video proof) 3-6 minutes, down to the expected 30-40 seconds.
This is a major issue in scene graph development and costs me up do hours of waiting time.
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Assets
Steps to Reproduce
I am not entirely sure, but basically creating entity prefabs and placing them in the scene leads to a very noticeable update time increase.
This is also true when spawning those entity prefabs at runtime.
I seems like the mere existence of entity prefabs in my assets already increases the “validating local files” part by a lot.
But I guess it also is bount to how i structure and nest my entity prefabs, because i am a prefab power user and building larger prefab structures seems to really impact this file validation.
It could certainly be that this also has something to do with other entity prefab issues i reported about like ( Prefab nesting and prefab override indicator not making sense & causing engine to crash & breaking prefab update pipeline )
Expected Result
Push changes times of 30-40 seconds instead of 3-6 minutes. A very clear change back to normal push times was noticed after deleting some entity prefab files.
Observed Result
Push changes times of up to 3-6 minutes even when only pushing verse with one line code changed.
Platform(s)
PC
Additional Resources
I have the project saved that replicates the issue if someone needs to see the impact and what files caused the issue.