I did some functionality based on FStreamableManager to Async Load meshes and stuff.
But I’ve noticed that on the first game “boot” some things lags to load, on the remaining plays the proccess goes pretty well.
I think that FStreamable is doing his work as intended, but since the FStringAssetReferences are being stored on “StaticLoaded” UDataAssets (that are growing with more items being inserted on the game), I think that they are generating the bottleneck.
My current options are FStream also the dataassets referencing them trough some BPClass link.
OR load these frequently used DataAssets on the game start, store them on the Singleton and just kill them when the game exits.
Could someone please suggest which approach should be better?