Is It A Drive? Is It A Directory? No, It’s…

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In this post, we look into why IPlatformFileCreateDirectory() was responsible for nearly 1 million allocations during a full cook of KiteDemo and why FPaths::IsDrive(), a huge 100-line function, is being used just to determine whether a filepath begins with a drive mapping... all for the purpose of further speeding up Unreal's cook process just a little bit more

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Cache-ing Up, Cache-ing In

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As part of modifying the file profiler we looked at the file IO activity on starting the UE4 editor with one of the lightweight sample projects, noticing that certain files were being read multiple times. Each was being read in their entirety up to 200 times simply opening the editor. In this post we show you why this was happening and how it can be fixed

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The Long and Winding Path of the Cook

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Long file path problems are commonplace when cooking with UE4. We took a look at it - and found that the engine was being too aggressive with its checks for whether or not a path really was too long

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The Case of the Locked File

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We were seeing frequent file IO errors in relation to temporary files created during cooking (particularly when compiling shaders). Our findings for why this were happening were surprising. Here we present a clean way to fix the issues

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Speeding Up The Time Limit Controls

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When a process takes a long time to complete, it makes absolute sense to put some time limit checks in so that you're not starving other work. What you don't want to do, of course, is to have those checks slow your original task down further by any considerable amount - here, we found that exactly this was happening .. so we present a solution

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