hi! i’m trying to find an accurate list of which texture mips are loaded, so i can look for any texture memory oddities.
having a list of the textures that are in use isn’t good enough because it’ll list an 8k texture when in reality only it’s last mip is actually cached and thus in reality it’s not really taking any memory at all right this second.
i looked at the TOOLBAR→TOOLS→AUDIT→STATISTICS viewport, but it was packed full of lies……..or unreal’s texture caching is totally broken. for example:
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i have a cube loaded with a different material applied to it and it’s telling me about the images on the cube’s source material. not the material that’s currently on the cube so that’s a complete lie.
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i have a material instance loaded and it’s telling about all the images in the material instance, and in the source material which isn’t loaded, and in every possible static switch in the source material and those aren’t loaded either as those static switches are off. so it’s packed to the brim with lies……!!! ……or unreal is REALLY broken in that it’s actually caching all those unused textures! And here’s where it gets even creepier. the window says it’s only caching 64KB of the 2700KB of one of the unused textures in the static switch… how does unreal know to only load the bottom mip of that texture if it shouldn’t be loading any of that texture at all because it’s disabled? it’s like unreal really is caching all these unused textures?!?!?!