Interior Cubemap function affects mipmapping on Quest 3

I’ve stumbled on really weird bug/unexpected behavior. Whenever I use material with InteriorCubemap function in a level (or marketplace InteriorMapping alternative) almost every texture in a level doesnt load past very blurry mip in a packaged build running on Quest 3. It doesnt matter how many meshes in a level use this material, the end result is the same - everything turns to a blurry mess. When this material is not present in a level every texture loads fine, also the size of a packaged build is reduced by 60 (!!!) mb. How could a small material function so dramatically increase build size? Cubemap itself is just 2mb. I tried packaging project in Epic UE 5.3.2 and oculus fork 5.3.2 - same results. It was functioning properly in Epic UE 5.1.1, but it was built for different headset - Pico Neo 3. Anyone got an idea, what could be possibly going on?

Figured this out - I forgot that ive replaced fake reflection cubemap in material instance and havent limited the size of it in texture properties, hence 60 mb increase in build size and choking vram.

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.