Hi,
thanks for the reply. I noticed having the decal texture used on geometry seems to cause the issue to happen, especially in simple test level cases. When used in a very large complex level, I’m seeing the same issue and using the reference viewer I can see the decal texture being used on anything but decal actors. The level isn’t hitting the texture pool limit I’ve set so it’s not that. At the moment I’ve got a workaround that forces all the mips to load but allows device profile settings to allow stripping of mips at cook time (something that NoStream doesn’t seem to honour).
Thanks,
Lee