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API > API/Plugins > API/Plugins/MovieRenderPipelineCore > API/Plugins/MovieRenderPipelineCore/Graph > API/Plugins/MovieRenderPipelineCore/Graph/Nodes > API/Plugins/MovieRenderPipelineCore/Graph/Nodes/UMovieGraphGloba-
Syntax
UPROPERTY (EditAnywhere, BlueprintReadWrite, Category="Rendering",
Meta=(EditCondition="bOverride_bFlushStreamingManagers"))
bool bFlushStreamingManagers
Remarks
This ensures that we wait on any streaming managers that may have outstanding work to finish their work before we render the frame. Many GPU-based features rely on a feedback loop where a frame is rendered, then results are read back from the GPU to the CPU. These results are analyzed, and additional data is loaded to be used in a subsequent frame. This feature ensures that the data is fully loaded before we render the next frame, but does NOT solve issues related to generating the those feedback requests in the first place. Virtual Textures and Nanite must render the frame to generate the request this option cannot solve that; it only helps ensure that the requests that are made are fully processed before the frame is rendered.
Configures the following cvars:
- r.Streaming.SyncStatesWhenBlocking