Hi all,
I have a character blueprint in my game to which I want to add a rather lengthy list of high resolution textures as a texture array variable. The idea being that I can pull from these one at a time to stamp into a render target. My question is: are all of the texture assets that the variable is pointing to going to be loaded into memory when the character spawns? Seems like this would be pretty inefficient but I wanted to check on this before proceeding.
I created a test blueprint with some tiny black textures in an array inside of it, and then switched them all over to 4k maps, and saw no difference in the profilers. Encouraging, but I guess I’m still not convinced as the profilers didn’t seem to be giving me information that made much sense (the ms weren’t changing very much when I added a bunch of characters.)
And if it DOES mean that I would need to load them all into memory, and I want to use another cheaper method to access these textures, is that possible? If I store it in another blueprint that I cast to, would that help? Or can I somehow access a particular texture (or otherwise) asset by name alone without an array?