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| #include "LyraAssetManager.h"
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| #include "LyraLogChannels.h"
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| #include "LyraGameplayTags.h"
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| #include "LyraGameData.h"
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| #include "AbilitySystemGlobals.h"
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| #include "Character/LyraPawnData.h"
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| #include "Misc/App.h"
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| #include "Stats/StatsMisc.h"
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| #include "Engine/Engine.h"
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| #include "AbilitySystem/LyraGameplayCueManager.h"
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| #include "Misc/ScopedSlowTask.h"
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| #include "System/LyraAssetManagerStartupJob.h"
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| #include UE_INLINE_GENERATED_CPP_BY_NAME(LyraAssetManager)
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| const FName FLyraBundles::Equipped("Equipped");
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| static FAutoConsoleCommand CVarDumpLoadedAssets(
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| TEXT("Lyra.DumpLoadedAssets"),
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| TEXT("Shows all assets that were loaded via the asset manager and are currently in memory."),
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| FConsoleCommandDelegate::CreateStatic(ULyraAssetManager::DumpLoadedAssets)
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| );
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| #define STARTUP_JOB_WEIGHTED(JobFunc, JobWeight) StartupJobs.Add(FLyraAssetManagerStartupJob(#JobFunc, [this](const FLyraAssetManagerStartupJob& StartupJob, TSharedPtr<FStreamableHandle>& LoadHandle){JobFunc;}, JobWeight))
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| #define STARTUP_JOB(JobFunc) STARTUP_JOB_WEIGHTED(JobFunc, 1.f)
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| ULyraAssetManager::ULyraAssetManager()
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| {
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| DefaultPawnData = nullptr;
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| }
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| ULyraAssetManager& ULyraAssetManager::Get()
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| {
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| check(GEngine);
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| if (ULyraAssetManager* Singleton = Cast<ULyraAssetManager>(GEngine->AssetManager))
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| {
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| return *Singleton;
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| }
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| UE_LOG(LogLyra, Fatal, TEXT("Invalid AssetManagerClassName in DefaultEngine.ini. It must be set to LyraAssetManager!"));
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| return *NewObject<ULyraAssetManager>();
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| }
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| UObject* ULyraAssetManager::SynchronousLoadAsset(const FSoftObjectPath& AssetPath)
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| {
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| if (AssetPath.IsValid())
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| {
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| TUniquePtr<FScopeLogTime> LogTimePtr;
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| if (ShouldLogAssetLoads())
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| {
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| LogTimePtr = MakeUnique<FScopeLogTime>(*FString::Printf(TEXT("Synchronously loaded asset [%s]"), *AssetPath.ToString()), nullptr, FScopeLogTime::ScopeLog_Seconds);
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| }
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| if (UAssetManager::IsInitialized())
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| {
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| return UAssetManager::GetStreamableManager().LoadSynchronous(AssetPath, false);
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| }
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| return AssetPath.TryLoad();
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| }
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| return nullptr;
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| }
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| bool ULyraAssetManager::ShouldLogAssetLoads()
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| {
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| static bool bLogAssetLoads = FParse::Param(FCommandLine::Get(), TEXT("LogAssetLoads"));
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| return bLogAssetLoads;
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| }
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| void ULyraAssetManager::AddLoadedAsset(const UObject* Asset)
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| {
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| if (ensureAlways(Asset))
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| {
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| FScopeLock LoadedAssetsLock(&LoadedAssetsCritical);
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| LoadedAssets.Add(Asset);
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| }
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| }
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| void ULyraAssetManager::DumpLoadedAssets()
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| {
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| UE_LOG(LogLyra, Log, TEXT("========== Start Dumping Loaded Assets =========="));
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| for (const UObject* LoadedAsset : Get().LoadedAssets)
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| {
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| UE_LOG(LogLyra, Log, TEXT(" %s"), *GetNameSafe(LoadedAsset));
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| }
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| UE_LOG(LogLyra, Log, TEXT("... %d assets in loaded pool"), Get().LoadedAssets.Num());
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| UE_LOG(LogLyra, Log, TEXT("========== Finish Dumping Loaded Assets =========="));
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| }
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| void ULyraAssetManager::StartInitialLoading()
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| {
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| SCOPED_BOOT_TIMING("ULyraAssetManager::StartInitialLoading");
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| Super::StartInitialLoading();
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| STARTUP_JOB(InitializeGameplayCueManager());
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| {
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| STARTUP_JOB_WEIGHTED(GetGameData(), 25.f);
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| }
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| DoAllStartupJobs();
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| }
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| void ULyraAssetManager::InitializeGameplayCueManager()
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| {
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| SCOPED_BOOT_TIMING("ULyraAssetManager::InitializeGameplayCueManager");
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| ULyraGameplayCueManager* GCM = ULyraGameplayCueManager::Get();
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| check(GCM);
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| GCM->LoadAlwaysLoadedCues();
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| }
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| const ULyraGameData& ULyraAssetManager::GetGameData()
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| {
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| return GetOrLoadTypedGameData<ULyraGameData>(LyraGameDataPath);
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| }
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| const ULyraPawnData* ULyraAssetManager::GetDefaultPawnData() const
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| {
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| return GetAsset(DefaultPawnData);
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| }
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| UPrimaryDataAsset* ULyraAssetManager::LoadGameDataOfClass(TSubclassOf<UPrimaryDataAsset> DataClass, const TSoftObjectPtr<UPrimaryDataAsset>& DataClassPath, FPrimaryAssetType PrimaryAssetType)
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| {
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| UPrimaryDataAsset* Asset = nullptr;
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| DECLARE_SCOPE_CYCLE_COUNTER(TEXT("Loading GameData Object"), STAT_GameData, STATGROUP_LoadTime);
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| if (!DataClassPath.IsNull())
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| {
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| #if WITH_EDITOR
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| FScopedSlowTask SlowTask(0, FText::Format(NSLOCTEXT("LyraEditor", "BeginLoadingGameDataTask", "Loading GameData {0}"), FText::FromName(DataClass->GetFName())));
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| const bool bShowCancelButton = false;
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| const bool bAllowInPIE = true;
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| SlowTask.MakeDialog(bShowCancelButton, bAllowInPIE);
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| #endif
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| UE_LOG(LogLyra, Log, TEXT("Loading GameData: %s ..."), *DataClassPath.ToString());
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| SCOPE_LOG_TIME_IN_SECONDS(TEXT(" ... GameData loaded!"), nullptr);
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| if (GIsEditor)
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| {
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| Asset = DataClassPath.LoadSynchronous();
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| LoadPrimaryAssetsWithType(PrimaryAssetType);
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| }
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| else
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| {
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| TSharedPtr<FStreamableHandle> Handle = LoadPrimaryAssetsWithType(PrimaryAssetType);
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| if (Handle.IsValid())
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| {
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| Handle->WaitUntilComplete(0.0f, false);
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| Asset = Cast<UPrimaryDataAsset>(Handle->GetLoadedAsset());
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| }
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| }
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| }
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| if (Asset)
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| {
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| GameDataMap.Add(DataClass, Asset);
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| }
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| else
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| {
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| UE_LOG(LogLyra, Fatal, TEXT("Failed to load GameData asset at %s. Type %s. This is not recoverable and likely means you do not have the correct data to run %s."), *DataClassPath.ToString(), *PrimaryAssetType.ToString(), FApp::GetProjectName());
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| }
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| return Asset;
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| }
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| void ULyraAssetManager::DoAllStartupJobs()
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| SCOPED_BOOT_TIMING("ULyraAssetManager::DoAllStartupJobs");
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| const double AllStartupJobsStartTime = FPlatformTime::Seconds();
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| if (IsRunningDedicatedServer())
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| for (const FLyraAssetManagerStartupJob& StartupJob : StartupJobs)
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| StartupJob.DoJob();
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| }
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| }
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| else
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| if (StartupJobs.Num() > 0)
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| {
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| float TotalJobValue = 0.0f;
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| for (const FLyraAssetManagerStartupJob& StartupJob : StartupJobs)
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| {
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| TotalJobValue += StartupJob.JobWeight;
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| }
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| float AccumulatedJobValue = 0.0f;
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| for (FLyraAssetManagerStartupJob& StartupJob : StartupJobs)
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| const float JobValue = StartupJob.JobWeight;
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| StartupJob.SubstepProgressDelegate.BindLambda([This = this, AccumulatedJobValue, JobValue, TotalJobValue](float NewProgress)
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| {
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| const float SubstepAdjustment = FMath::Clamp(NewProgress, 0.0f, 1.0f) * JobValue;
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| const float OverallPercentWithSubstep = (AccumulatedJobValue + SubstepAdjustment) / TotalJobValue;
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| This->UpdateInitialGameContentLoadPercent(OverallPercentWithSubstep);
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| });
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| StartupJob.DoJob();
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| StartupJob.SubstepProgressDelegate.Unbind();
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| AccumulatedJobValue += JobValue;
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| UpdateInitialGameContentLoadPercent(AccumulatedJobValue / TotalJobValue);
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| }
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| }
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| else
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| {
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| UpdateInitialGameContentLoadPercent(1.0f);
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| }
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| }
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| StartupJobs.Empty();
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| UE_LOG(LogLyra, Display, TEXT("All startup jobs took %.2f seconds to complete"), FPlatformTime::Seconds() - AllStartupJobsStartTime);
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| }
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| void ULyraAssetManager::UpdateInitialGameContentLoadPercent(float GameContentPercent)
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| {
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| }
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| #if WITH_EDITOR
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| void ULyraAssetManager::PreBeginPIE(bool bStartSimulate)
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| {
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| Super::PreBeginPIE(bStartSimulate);
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| {
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| FScopedSlowTask SlowTask(0, NSLOCTEXT("LyraEditor", "BeginLoadingPIEData", "Loading PIE Data"));
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| const bool bShowCancelButton = false;
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| const bool bAllowInPIE = true;
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| SlowTask.MakeDialog(bShowCancelButton, bAllowInPIE);
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| const ULyraGameData& LocalGameDataCommon = GetGameData();
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| SCOPE_LOG_TIME_IN_SECONDS(TEXT("PreBeginPIE asset preloading complete"), nullptr);
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| }
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| }
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| #endif
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