Having large scripts (e.g. having large embed files) makes saving and loading checkpoints slow when it doesn't have to be.
This is because the scripts (including all their embeds) are stored in the level_persist struct which is always serialized when saving checkpoints. The script binaries are actually not needed after the scripts are loaded at the start of the level so this is something that can probably be worked around. A simple hack would be to just delete the script persist structures after the level begins but would want to be careful it doesn't mess with editor behavior.
Having large scripts (e.g. having large embed files) makes saving and loading checkpoints slow when it doesn't have to be.
This is because the scripts (including all their embeds) are stored in the level_persist struct which is always serialized when saving checkpoints. The script binaries are actually not needed after the scripts are loaded at the start of the level so this is something that can probably be worked around. A simple hack would be to just delete the script persist structures after the level begins but would want to be careful it doesn't mess with editor behavior.