When opening a map which has actors with AK components the log is spammed with a message for each.
It appears to be linked to code related to loading the icons for the emitters. These are stored as PNG files and cause a loading stall.
Here is the call stack:
> UE4Editor-CoreUObject.dll!BeginLoad(FUObjectSerializeContext * LoadContext, const wchar_t * DebugContext) Line 1482 C++
UE4Editor-CoreUObject.dll!LoadPackageInternal(UPackage * InOuter, const wchar_t * InLongPackageNameOrFilename, unsigned int LoadFlags, FLinkerLoad * ImportLinker, FArchive * InReaderOverride, const FLinkerInstancingContext * InstancingContext) Line 1205 C++
UE4Editor-CoreUObject.dll!LoadPackage(UPackage * InOuter, const wchar_t * InLongPackageName, unsigned int LoadFlags, FArchive * InReaderOverride, const FLinkerInstancingContext * InstancingContext) Line 1458 C++
UE4Editor-CoreUObject.dll!ResolveName(UObject * & InPackage, FString & InOutName, bool Create, bool Throw, unsigned int LoadFlags, const FLinkerInstancingContext * InstancingContext) Line 787 C++
UE4Editor-CoreUObject.dll!StaticLoadObjectInternal(UClass * ObjectClass, UObject * InOuter, const wchar_t * InName, const wchar_t * Filename, unsigned int LoadFlags, UPackageMap * Sandbox, bool bAllowObjectReconciliation, const FLinkerInstancingContext * InstancingContext) Line 849 C++
UE4Editor-CoreUObject.dll!StaticLoadObject(UClass * ObjectClass, UObject * InOuter, const wchar_t * InName, const wchar_t * Filename, unsigned int LoadFlags, UPackageMap * Sandbox, bool bAllowObjectReconciliation, const FLinkerInstancingContext * InstancingContext) Line 924 C++
[Inline Frame] UE4Editor-AkAudio.dll!LoadObject(UObject *) Line 1287 C++
UE4Editor-AkAudio.dll!AkAudioStyle_Helpers::LoadAkTexture<char const (&)[16],char const * &>(const char[16] & RelativePath, const char * & TextureName) Line 16 C++
UE4Editor-AkAudio.dll!SetAkBrush(FSlateStyleSet & Style, const char * BrushName, const char * TextureName) Line 55 C++
UE4Editor-AkAudio.dll!SetAkResourceBrushes(FSlateStyleSet & Style) Line 80 C++
UE4Editor-AkAudio.dll!FAkAudioStyle::Initialize() Line 130 C++
UE4Editor-AkAudio.dll!FAkAudioModule::StartupModule() Line 49 C++
UE4Editor-Core.dll!FModuleManager::LoadModuleWithFailureReason(const FName InModuleName, EModuleLoadResult & OutFailureReason) Line 538 C++
UE4Editor-Projects.dll!FModuleDescriptor::LoadModulesForPhase(ELoadingPhase::Type LoadingPhase, const TArray<FModuleDescriptor,TSizedDefaultAllocator<32>> & Modules, TMap<FName,enum EModuleLoadResult,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FName,enum EModuleLoadResult,0>> & ModuleLoadErrors) Line 561 C++
UE4Editor-Projects.dll!FPluginManager::TryLoadModulesForPlugin(const FPlugin & Plugin, const ELoadingPhase::Type LoadingPhase) Line 1295 C++
UE4Editor-Projects.dll!FPluginManager::LoadModulesForEnabledPlugins(const ELoadingPhase::Type LoadingPhase) Line 1369 C++
UE4Editor.exe!FEngineLoop::LoadStartupModules() Line 3808 C++
UE4Editor.exe!FEngineLoop::PreInitPostStartupScreen(const wchar_t * CmdLine) Line 3198 C++
[Inline Frame] UE4Editor.exe!FEngineLoop::PreInit(const wchar_t *) Line 3591 C++
[Inline Frame] UE4Editor.exe!EnginePreInit(const wchar_t *) Line 42 C++
UE4Editor.exe!GuardedMain(const wchar_t * CmdLine) Line 127 C++
UE4Editor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 257 C++
[Inline Frame] UE4Editor.exe!invoke_main() Line 102 C++
UE4Editor.exe!__scrt_common_main_seh() Line 288 C++
kernel32.dll!00007ffdb2f97034() Unknown
ntdll.dll!00007ffdb381d0d1() Unknown
The spam itself looks like this:
[2021.01.18-15.12.05:103][ 2]LogStreaming: Display: FlushAsyncLoading: 1 QueuedPackages, 0 AsyncPackages
[2021.01.18-15.12.05:160][ 3]LogUObjectGlobals: BeginLoad(/Game/WwiseAudio/Events/Default_Work_Unit/Environment/3D_Emitters/Generic/INT/Play_ENV_3D_INT_Lightbuzz_03) is flushing async loading
[2021.01.18-15.12.05:160][ 3]LogStreaming: Display: FlushAsyncLoading: 0 QueuedPackages, 1 AsyncPackages
[2021.01.18-15.12.05:161][ 3]LogUObjectGlobals: BeginLoad(/Game/WwiseAudio/Events/Default_Work_Unit/Environment/3D_Emitters/Generic/INT/Play_ENV_3D_INT_MachineMed_01) is flushing async loading
etc.
Given how many AK components live in our large maps this is causing hundreds of such log messages to appear on load.
Is there a way to ignore these or a better way to handle this loading?
Please let me know.
Thanks,
Alec