Array of TextureCube maps causing Streaming texture pool to exceed limit

Hello there,

In a blueprint I have created an array of TextureCube holding aprox. 500 items. In design time the user selects one of those cube maps only, which then is used in the material of a static mesh (in the construction script of the blueprint).

When I run the game I get the warning that I’ve exceeded the Streaming Texture Pool limit, because I suppose all of the 500 cube maps are getting loaded.

I’ve tried placing a Clear node in the Event Begin Play of the blueprint’s event graph, to unload the unused cube maps from memory, but it didn’t work. I still get the warning.

Setting the array under Local Variables (UserConstructionScript) didnt help either…

Funny enough, the ListTexture console command does not report those cube maps. Stat Streaming reports the memory used by the cubemaps under Non Streaming Textures.

Any other ideas?

So, to make my question an one liner…

How can I release memory from textures in an array that is used in the construction script only and they dont serve purpose during run time?