ok. so you are definitely over budget. migrating from infiltrator may have caused a lot of bloat since that content is not very optimized. I am not sure what is going on with the forced streaming but I would try narrowing it down by placing that asset in a blank testmap and see if you can get it to reliably happen or not happen.
Ill try, but the forced texture stuff is happening on textures that dont belong to infiltrator as well.
Ok here is that city scape in a brand new scene… ( also huge distance away from the camera… to the point that every teture id expect would practically be 8x8 
Here is something that is even more puzzling… i ran liststreamingtextures in this brand new scene… and its using textures that are not even in the scene!!! See the top of the list… none of that is part of infiltrator. As though its holding the stuff in from the last map that was open?
Here is an image of a standalone run with stat streaming.
standalone raised my pool memory to 1000 mb for whatever reason. And streaming doesnt seem to be as bad when i move around the map… textures actually appear sharp instead of constantly blurry… could just be the raised pool memory size though… rather then wether its still doing the forced thing or not… Is there a way to do that viewing of what textures are used from within a standalone run because liststreamingtextures doesnt output to anywhere on a standalone run.
I will say the standalone run seems a lot laggier right now with constant freezing moments as i move around and studder… though it could just be some odd thing with the computer with going back and forth between the editor because it started running at 1 fps to 1 frame per 10 seconds… then i minimized and went back to it and it was running with a little studder instead as i moved around… with good framerate inbetween. When i say a little studder i mean freezing everytime i walk 10 feet or turn the camera lol… like .5 second frozen frame kind of studder.
Should I file a bug report? I was hoping to show a client some stuff next month for the possibility of large money investment to make a full game, but now it would seem I am officially boned. Across the country sort of thing… so its kinda a 1 time deal to show off… FL to CA… My project is huge but i wouldnt be a opposed to raring it and giving your developers a link with instructions on which map to open
I mean… i would hate to do that, but if its a major flaw in your engine… might be the only way for you to fix it.
you can do that in the answerhub. I passed this on to an engineer who knows more about streaming code. Regardless of any streaming bugs, my guess is that if you used infiltrator on top of other content, you simply have a ton of textures and you can probably solve your problem by optimizing the scene using the size map. I would continue to optimize in spite of any bugs and I would never count on an issue like this to be debugged and returned within a month if it means sending an example project to investigate.
Yea well i actually think this was happening before infiltrator… i just think its happening more now. Doesnt make sense for all these forced streams to be happening with high texture resolutions for things that arent in view or are a mile away.
I agree it doesn’t make sense and there is a problem, but it is most likely still possible to work around the issue by over-optimizing your scene to make room. I hate to suggest something like that but I didn’t want to give you the false hope that somebody will solve this by your deadline. I know the over optimizing thing may not be fun it it could be a last ditch option.
Well yea this definently wont work for the final game where you may actually have to see things up close …where as currently things are just background clutter… those textures i can manually make tiny… but still… very frustrating problems.
Anyway thank you for taking the time to help. I posted on answers…
https://answers.unrealengine/questions/312370/streaming-texture-bugs.html
If its any help… the lag spikes are almost completely gone when i disable texture streaming. The only minor lag spikes now are when certain areas of my level unexpectedly jump an extra 600 draw calls and then fall back down if i stand still… any idea what i can do about that?
Correction… although removing texture streaming stopped lag spikes every 10 feet… They still happen anytime i turn the camera 360 degrees… anywhere in the map basically… after a few turns it stops… but anywhere in the map the first or 2nd turn will always give a lag spike… What on earth could cause something like that if its not loading in new textures anymore??? I cant figure this one out. Any ideas?? When i turn the screen percentage to 25… the draw ms falls to 8 ms while the gpu ms is at or past 30 ms during the lag… but when i put the screen percentage anywhere higher then that … both the draw and gpu ms stay at the same number… so both are past 30… I would think the screen percentage would only help gpu ms… not make draw ms fall…
Whats worse is im still experiencing the lag spikes at 50 or even 25 screen percentage… even if im getting 90 FPS!!!