bEnableAsyncSkinnedAssetCompilation

bEnableAsyncSkinnedAssetCompilation

#Overview

name: bEnableAsyncSkinnedAssetCompilation

The value of this variable can be defined or overridden in .ini config files. 1 .ini config file referencing this setting variable.

It is referenced in 3 C++ source files.

#Summary

#Usage in the C++ source code

The purpose of bEnableAsyncSkinnedAssetCompilation is to enable asynchronous compilation of skinned assets, which can improve import and map load time performance when compilation is required.

This setting variable is primarily used by the Unreal Engine’s asset compilation system, specifically for skinned assets such as skeletal meshes. It is part of the Editor’s experimental settings, indicating that it’s a feature that may still be in development or testing phases.

The value of this variable is set in the UEditorExperimentalSettings class, which is part of the UnrealEd module. It’s defined as a UPROPERTY with the EditAnywhere and config specifiers, meaning it can be edited in the Editor’s Project Settings and saved to config files.

This variable interacts with and replaces the deprecated bEnableAsyncSkeletalMeshCompilation variable. There’s a backwards compatibility check in the UEditorExperimentalSettings::PostInitProperties() function that sets bEnableAsyncSkinnedAssetCompilation to false if bEnableAsyncSkeletalMeshCompilation is false.

Developers should be aware that this is an experimental feature, so its behavior may change in future engine versions. They should also note the interaction with the deprecated bEnableAsyncSkeletalMeshCompilation variable for backwards compatibility.

Best practices when using this variable include:

  1. Test thoroughly to ensure it doesn’t introduce any unexpected behavior in your project.
  2. Monitor performance improvements in import and map load times when enabled.
  3. Be prepared to disable it if you encounter any issues, as it’s an experimental feature.
  4. Update any project settings that may still be using the deprecated bEnableAsyncSkeletalMeshCompilation to use this new variable instead.
  5. Consider the impact on memory usage and CPU load, as asynchronous compilation may use additional resources during the compilation process.

#Setting Variables

#References In INI files

Location: <Workspace>/Engine/Config/BaseEditorPerProjectUserSettings.ini:158, section: [/Script/UnrealEd.EditorExperimentalSettings]

#References in C++ code

#Callsites

This variable is referenced in the following C++ source code:

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Classes/Settings/EditorExperimentalSettings.h:18

Scope: file

Source code excerpt:

{
	GENERATED_UCLASS_BODY()

public:
	/** Enable async texture compilation to improve PIE and map load time performance when compilation is required */
	UPROPERTY(EditAnywhere, config, Category = Performance, meta = (DisplayName = "Enable async texture compilation and loading"))
	bool bEnableAsyncTextureCompilation;

	/** Enable async static mesh compilation to improve import and map load time performance when compilation is required */
	UPROPERTY(EditAnywhere, config, Category = Performance, meta = (DisplayName = "Enable async static mesh compilation and loading"))
	bool bEnableAsyncStaticMeshCompilation;

	/** Enable async skeletal mesh compilation to improve import and map load time performance when compilation is required */
	UE_DEPRECATED(5.1, "Deprecated & replaced by bEnableAsyncSkinnedAssetCompilation.")
	UPROPERTY(/*EditAnywhere - deprecated & replaced by bEnableAsyncSkinnedAssetCompilation, */config/*, Category = Performance, meta = (DisplayName = "Enable async skeletal mesh compilation and loading")*/)
	bool bEnableAsyncSkeletalMeshCompilation;

	/** Enable async skinned asset compilation to improve import and map load time performance when compilation is required */
	UPROPERTY(EditAnywhere, config, Category = Performance, meta = (DisplayName = "Enable async skinned asset compilation and loading"))
	bool bEnableAsyncSkinnedAssetCompilation;

	/** Enable async sound compilation to improve import and map load time performance when compilation is required */
	UPROPERTY(EditAnywhere, config, Category = Performance, meta = (DisplayName = "Enable async sound compilation and loading"))
	bool bEnableAsyncSoundWaveCompilation;

	/** Allows the editor to run on HDR monitors on Windows 10 */
	UPROPERTY(EditAnywhere, config, Category = HDR, meta = (ConfigRestartRequired = true, DisplayName = "Enable Editor Support for HDR Monitors"))
	bool bHDREditor;

	/** The brightness of the slate UI on HDR monitors */
	UPROPERTY(EditAnywhere, config, Category = HDR, meta = (ClampMin = "100.0", ClampMax = "300.0", UIMin = "100.0", UIMax = "300.0"))
	float HDREditorNITLevel;

	/** Allows usage of the procedural foliage system */
	UPROPERTY(EditAnywhere, config, Category = Foliage, meta = (DisplayName = "Procedural Foliage"))
	bool bProceduralFoliage;

	/** Allows usage of the Translation Picker */
	UPROPERTY(EditAnywhere, config, Category = Tools, meta = (DisplayName = "Translation Picker"))
	bool bEnableTranslationPicker;

	/** Specify which console-specific nomenclature to use for gamepad label text */
	UPROPERTY(EditAnywhere, config, Category=UserInterface, meta=(DisplayName="Console for Gamepad Labels"))
	TEnumAsByte<EConsoleForGamepadLabels::Type> ConsoleForGamepadLabels;

	/** Allows for customization of toolbars and menus throughout the editor */

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Settings/SettingsClasses.cpp:174

Scope (from outer to inner):

file
function     UEditorExperimentalSettings::UEditorExperimentalSettings

Source code excerpt:

	TEXT("Sets whether or not we should allow the editor to run on HDR monitors"),
	ECVF_Default);

static TAutoConsoleVariable<float> CVarEditorHDRNITLevel(
	TEXT("Editor.HDRNITLevel"),
	160.0f,
	TEXT("Sets The desired NIT level of the editor when running on HDR"),
	ECVF_Default);

UEditorExperimentalSettings::UEditorExperimentalSettings( const FObjectInitializer& ObjectInitializer )
	: Super(ObjectInitializer)
	, bEnableAsyncTextureCompilation(false)
	, bEnableAsyncStaticMeshCompilation(false)
	, bEnableAsyncSkeletalMeshCompilation(true)	// This was false and set to True in /Engine/Config/BaseEditorPerProjectUserSettings.ini. The setting is removed from .ini so change it to default True.
	, bEnableAsyncSkinnedAssetCompilation(false)
	, bEnableAsyncSoundWaveCompilation(false)
	, bHDREditor(false)
	, HDREditorNITLevel(160.0f)
	, bUseOpenCLForConvexHullDecomp(false)
	, bAllowPotentiallyUnsafePropertyEditing(false)
	, bPackedLevelActor(true)
	, bLevelInstance(true)
{
}

void UEditorExperimentalSettings::PostInitProperties()
{
	PRAGMA_DISABLE_DEPRECATION_WARNINGS
	// bEnableAsyncSkeletalMeshCompilation's default to True (see comment in constructor above).
	// To be backwards compatible, if a user project overrides it to False, pass on the value to bEnableAsyncSkinnedAssetCompilation.
	if (!bEnableAsyncSkeletalMeshCompilation)
	{
		UE_LOG(LogSettingsClasses, Warning, TEXT("bEnableAsyncSkeletalMeshCompilation is deprecated and replaced with bEnableAsyncSkinnedAssetCompilation. Please update the config. Setting bEnableAsyncSkinnedAssetCompilation to False."));
		bEnableAsyncSkinnedAssetCompilation = false;
	}
	PRAGMA_ENABLE_DEPRECATION_WARNINGS

	CVarEditorHDRSupport->Set(bHDREditor ? 1 : 0, ECVF_SetByProjectSetting);
	CVarEditorHDRNITLevel->Set(HDREditorNITLevel, ECVF_SetByProjectSetting);
	Super::PostInitProperties();
}

void UEditorExperimentalSettings::PostEditChangeProperty( struct FPropertyChangedEvent& PropertyChangedEvent )
{
	Super::PostEditChangeProperty(PropertyChangedEvent);

	const FName Name = (PropertyChangedEvent.Property != nullptr) ? PropertyChangedEvent.Property->GetFName() : NAME_None;

	if (Name == GET_MEMBER_NAME_CHECKED(UEditorExperimentalSettings, ConsoleForGamepadLabels))
	{
		EKeys::SetConsoleForGamepadLabels(ConsoleForGamepadLabels);
	}
	else if (Name == GET_MEMBER_NAME_CHECKED(UEditorExperimentalSettings, bHDREditor))
	{
		CVarEditorHDRSupport->Set(bHDREditor ? 1 : 0, ECVF_SetByProjectSetting);
	}
	else if (Name == GET_MEMBER_NAME_CHECKED(UEditorExperimentalSettings, HDREditorNITLevel))
	{
		CVarEditorHDRNITLevel->Set(HDREditorNITLevel, ECVF_SetByProjectSetting);
	}

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/SkinnedAssetCompiler.cpp:34

Scope (from outer to inner):

file
namespace    SkinnedAssetCompilingManagerImpl
function     static void EnsureInitializedCVars

Source code excerpt:

namespace SkinnedAssetCompilingManagerImpl
{
	static void EnsureInitializedCVars()
	{
		static bool bIsInitialized = false;

		if (!bIsInitialized)
		{
			bIsInitialized = true;
			
			AsyncCompilationHelpers::EnsureInitializedCVars(
				TEXT("skinnedasset"),
				CVarAsyncSkinnedAssetStandard.AsyncCompilation,
				CVarAsyncSkinnedAssetStandard.AsyncCompilationMaxConcurrency,
				GET_MEMBER_NAME_CHECKED(UEditorExperimentalSettings, bEnableAsyncSkinnedAssetCompilation));
		}
	}
}

FSkinnedAssetCompilingManager::FSkinnedAssetCompilingManager()
	: Notification(MakeUnique<FAsyncCompilationNotification>(GetAssetNameFormat()))
{
	SkinnedAssetCompilingManagerImpl::EnsureInitializedCVars();
	PostReachabilityAnalysisHandle = FCoreUObjectDelegates::PostReachabilityAnalysis.AddRaw(this, &FSkinnedAssetCompilingManager::OnPostReachabilityAnalysis);
	PreGarbageCollectHandle = FCoreUObjectDelegates::GetPreGarbageCollectDelegate().AddRaw(this, &FSkinnedAssetCompilingManager::OnPreGarbageCollect);
}

FName FSkinnedAssetCompilingManager::GetAssetTypeName() const
{
	return TEXT("UE-SkinnedAsset");
}

FTextFormat FSkinnedAssetCompilingManager::GetAssetNameFormat() const
{
	return LOCTEXT("SkinnedAssetNameFormat", "{0}|plural(one=Skinned Asset,other=Skinned Assets)");
}

TArrayView<FName> FSkinnedAssetCompilingManager::GetDependentTypeNames() const
{
	// Texture and shaders can affect materials which can affect Skinned Assets once they are visible.
	// Adding these dependencies can reduces the actual number of render state update we need to do in a frame