Hello I’m crashing in FVirtualTextureSystem::AcquireSpace on this assert “Failed to acquire space for VT (%d x %d), failed to allocate from %d existing matching spaces”.
Basically I load a level and traverse it, this is kind of using all or most “Spaces”, then when I load another level which make use of RVT for the landscape and tries to acquire one or more “PrivateSpaces” it fails because all the 16 Space slots have been used already.
Is that a bug ? Is it fixed on 5.5 ? Is there a way to flush the virtual texture system between levels ? any other workaround you can think of ?
Cheers
Florent Tournade
Senior graphic engineer at Romero Games
Hi,
I have attempted to reproduce the results that you are experiencing by performing the following:
- Create a project in UE 5.4 and enable texture streaming
- Set up a Map with a landscape material that implements Runtime Virtual Texturing
- Duplicated the Map
- Added zones that when entered switches between the two Maps
- Started the level in a PIE session
- Traversed the levels, periodically entering the Map switching zones
Unfortunately I was not able to trigger the crash.
This may mean that our projects are out of sync as there are a number of variables that can be applied to both the landscape and RVT. Are you able to please provide a minimal project that reproduces the issue for further investigation?
In the meantime there are a number of console commands here ( including a potential flush method ) that can be used to tune scalability.