te')); return $arr; } /* 遍历用户所有主题 * @param $uid 用户ID * @param int $page 页数 * @param int $pagesize 每页记录条数 * @param bool $desc 排序方式 TRUE降序 FALSE升序 * @param string $key 返回的数组用那一列的值作为 key * @param array $col 查询哪些列 */ function thread_tid_find_by_uid($uid, $page = 1, $pagesize = 1000, $desc = TRUE, $key = 'tid', $col = array()) { if (empty($uid)) return array(); $orderby = TRUE == $desc ? -1 : 1; $arr = thread_tid__find($cond = array('uid' => $uid), array('tid' => $orderby), $page, $pagesize, $key, $col); return $arr; } // 遍历栏目下tid 支持数组 $fid = array(1,2,3) function thread_tid_find_by_fid($fid, $page = 1, $pagesize = 1000, $desc = TRUE) { if (empty($fid)) return array(); $orderby = TRUE == $desc ? -1 : 1; $arr = thread_tid__find($cond = array('fid' => $fid), array('tid' => $orderby), $page, $pagesize, 'tid', array('tid', 'verify_date')); return $arr; } function thread_tid_delete($tid) { if (empty($tid)) return FALSE; $r = thread_tid__delete(array('tid' => $tid)); return $r; } function thread_tid_count() { $n = thread_tid__count(); return $n; } // 统计用户主题数 大数量下严谨使用非主键统计 function thread_uid_count($uid) { $n = thread_tid__count(array('uid' => $uid)); return $n; } // 统计栏目主题数 大数量下严谨使用非主键统计 function thread_fid_count($fid) { $n = thread_tid__count(array('fid' => $fid)); return $n; } ?>c++ - How to Reduce Lag When Loading Datasmith Files at Runtime in Unreal Engine? - Stack Overflow
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c++ - How to Reduce Lag When Loading Datasmith Files at Runtime in Unreal Engine? - Stack Overflow

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I'm experiencing lag when loading Datasmith files at runtime in Unreal Engine using the DatasmithRuntime plugin. Specifically, when I use the Load File or Load File from Explorer nodes in the plugin, loading a scene of about 100 MB causes the program to freeze for a few seconds before the model is displayed and the program becomes responsive again.

What I've Tried:

  1. Background Threading in C++:
    I moved the file loading logic to a background thread AsyncTask to avoid blocking the main thread. However, the lag persists. Upon further investigation, I found that while the file loading itself happens in the background, the construction of meshes, collision bodies, and scene updates still occur on the main thread.

  2. Blueprint Nodes:
    I also tried using the Load File and Load File from Explorer nodes directly in Blueprints, but the lag issue remains.

    Here's the code I used:

void ABlueprintTest::StatrAsyncEvent(
    ADatasmithRuntimeActor\* DatasmithRuntimeActor,
    const FString& FileName)
{
    AsyncTask(ENamedThreads::AnyBackgroundThreadNormalTask, [DatasmithRuntimeActor, FileName]()
    {
        bool bSuccess = LoadFile(DatasmithRuntimeActor, FileName);

        AsyncTask(ENamedThreads::GameThread, [bSuccess]()
        {
            if (bSuccess)
            {
                UKismetSystemLibrary::PrintString(nullptr, TEXT("File loaded successfully!"));
            }
            else
            {
                UKismetSystemLibrary::PrintString(nullptr, TEXT("Filed to load file!"));
            }
        });
    });

}

When the program runs the file loading function, it becomes unresponsive for a few seconds. After the model is displayed, the program returns to normal. It seems that the file loading itself doesn't block the main thread, but the construction and presentation of a large number of meshes and collision bodies do.

Questions:

  1. How can I reduce or eliminate the lag caused by mesh construction and scene updates during Datasmith file loading?

  2. Is it possible to achieve a "load and display simultaneously" effect, where the scene is rendered progressively as the file is loaded?

  3. Are there any best practices or optimizations for handling large Datasmith files at runtime?

    Screenshots:

    1. Program Freeze:

    2. Model Displayed After Freeze:

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