I see there exists FMemoryDerivedDataBackend, Is it possible to use an in memory DDC for caching generated rendered data in the editor?
I’m trying to prevent any files being created on disk for these temporary assets, but even packages marked transient still seem to generate ddc data and it doesn’t seem to be getting cleaned up either. If there is a way to do this without having to manually assign object/package flags on every texture and material, that would be great.
From my understanding of the DDC, there is no central database that maps assets or UObjects to the DDC data, the only way to find what references a piece of generated DDC data is by using the generated hash or guid stored in the object that requested to cache the data. Is this correct?