I have some binary data I need to work with in UE4 so I created a custom UObject for it and my own Import Factory. It’s pretty simple, when you import the asset it copies all the binary data into a TArray<uint8> in the custom UObject and then its parsed at runtime when it’s needed. This works fine however I’m noticing when I first open unreal editor and try to drag the asset to assign it if it hasn’t been used before there seems to be a delay in the drag of 3-4 seconds. I’m assuming this is because the asset isn’t loaded into memory until it actually has to be used and unreal is loading it from disk. After the first drag it’s responsive as expected from there.
My question is for large binary data like this is my approach the wrong one? If so is there a better approach to making binary data like this a part of the unreal editor ecosystem? Is there a way to do this asynchronously or perhaps have the editor preload the asset on open, etc?
Thanks in advance.