Optimize navmesh building and reduce scene lock time
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@@ -30,6 +30,12 @@ bool SceneAsset::IsInternalType() const
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return true;
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}
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void SceneNavigation::Clear()
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{
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Volumes.Clear();
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Actors.Clear();
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}
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BoundingBox SceneNavigation::GetNavigationBounds()
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{
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if (Volumes.IsEmpty())
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@@ -372,6 +378,7 @@ void Scene::EndPlay()
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// Improve scene cleanup performance by removing all data from scene rendering and ticking containers
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Ticking.Clear();
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Rendering.Clear();
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Navigation.Clear();
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// Base
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Actor::EndPlay();
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