The documentation for USpudSubsystem::SaveGame() says it's asynchronous, but it's not in reality. All the saving, especially calls to USpudState::SaveToArchive() happen on the game thread. This might be an issue for bigger states, especially on consoles where certification prohibits long stalls. It would be great to have proper async save support.
The documentation for
USpudSubsystem::SaveGame()says it's asynchronous, but it's not in reality. All the saving, especially calls toUSpudState::SaveToArchive()happen on the game thread. This might be an issue for bigger states, especially on consoles where certification prohibits long stalls. It would be great to have proper async save support.