There must be something going on if the game mode is chewing up all the memory.
We have this huge massive skybox in this Unreal engine, and its massive. We can’t fill the whole skybox up with all our stuff because the skybox is just too big. How the engine manages all its files, and its resources, and how it renders things inside that giant sky sphere If you are doing a small map then the engine should able to load it quickly. But if you are doing a large map area with alot of things on it inside that sky sphere, then Level Streaming is the only way to go really if you don’t want long load times Except the thing is we can’t break up that big massive sphere, but we can break up our own levels that are inside it. How many polys are is that Sphere I dunno I removed the sphere from my level and used a simple flat scrolling paper sprite for a sky instead, very crude, but it was effective so now the engine dosen’t have to render this big huge sphere no more but just renders a smaller 12000 x 12000 square for my sky, and just hide it with a few raised hills. I do very crude awful things in this engine to try to speed things up. because I don’t know how to level stream my map yet.
It amuses me, to find a world class graphics engine loading its levels in like an old commodore c64 tape loader. Especially if its a big map or has a ton of things in it. So i guess the only way to get it to reduce the loading time is to either A) water down things (drop the poly count), B) reduce the number of meshes that you are loading, or just level stream it (which might take hours to set up).