Spawn 1 blueprint actor with 100s of static meshes, nested blueprints - Hitching

Well, I’ll reiterate. The hitch is basically just observed game thread stall due to sync load. If you try to load large amount of data from disk to memory in game thread, you basically stop almost everything in your game till the load completes. But if you offload it to another thread via AsyncLoad request, your game thread won’t stall in waiting, which is the whole point of async loading.

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