I’m content with texture streaming in ue4 for the most part but I frequently find my self in the situation where engine needs to handle a bit more texture memory then the system have. Often in that situation engine streams texture unevenly and that’s understandable, but it often streams only in very small mips for important objects. Is there some way to tell engine which textures are more perceptually critical/ important?
I found one chack for it:
You can set texture group to character to give textures a bit higher priority. CPP file seams to confirm it.