Async vs Sync functions for world generation

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Analyzing the performance of custom world-gen scripts. It seems like using Sync functions for large-scale biome placements causes a massive tick spike. Is there a way to offload custom terrain noise calculations to a separate worker thread?
Always go Async for world gen. If you don't, your players will feel that 'stutter' every time they cross a chunk boundary.
The API documentation mentions 'GeneratorTasks'. You should be able to push your noise functions into a task queue that the engine processes in the background.

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