# Load whole level to memory

**URL:** <https://forums.unrealengine.com/t/load-whole-level-to-memory/2047774>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine, question\
**Created:** [October 1, 2024, 1:41pm UTC](https://forums.unrealengine.com/t/load-whole-level-to-memory/2047774 "2024-10-01T13:41:27Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![MeloinUnreal](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@MeloinUnreal](https://forums.unrealengine.com/u/MeloinUnreal)\
**Post date:** [October 1, 2024, 1:41pm UTC](https://forums.unrealengine.com/t/load-whole-level-to-memory/2047774/1 "2024-10-01T13:41:28Z")

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Hello, I have a medium size level that can be fully loaded with all assets(materials, textures) and enough memory on the device to keep it all there. I want to do this to eliminate hitches when players suddenly turn around and some assets on the level are not loaded to memory.

I d like to know how can I do this

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**Author:** ![PREDALIEN](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/predalien/32/1194670_2.png) [@PREDALIEN](https://forums.unrealengine.com/u/PREDALIEN)\
**Post date:** [October 1, 2024, 11:45pm UTC](https://forums.unrealengine.com/t/load-whole-level-to-memory/2047774/2 "2024-10-01T23:45:57Z")

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Assets are loaded but not rendered while out of view (for optimization purposes).  
[This](https://forums.unrealengine.com/t/turning-off-occlusion-culling-of-a-static-mesh/313023/2) or [this](https://forums.unrealengine.com/t/turning-off-occlusion-culling-of-a-static-mesh/313023/8) are solutions to this problem.

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**Author:** ![doctorpepperdan](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@doctorpepperdan](https://forums.unrealengine.com/u/doctorpepperdan)\
**Post date:** [October 2, 2024, 12:45am UTC](https://forums.unrealengine.com/t/load-whole-level-to-memory/2047774/3 "2024-10-02T00:45:32Z")

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You’ll want to adjust the max draw distance of actors and static meshes, and for foliage elements it’s max cull distance
