We’re having some issues with low resolution textures at the start of cutscenes where the texture streamer fails to load sufficiently high quality mips in time for the beginning of the cutscene.
It only happens with textures on skeletal meshes. These are being are spawned, not possessed, by the level sequencer. There is plenty of space in the texture streaming pool.
We have tried calling PrestreamTextures on the spawned actors and that fixes some problems we were seeing with low res textures that can occur in the middle of cutscenes due to camera cuts, but not this problem.
r.TextureStreaming 0 fixes the problem but is obviously not practical.
r.Streaming.FullyLoadUsedTextures 1 does not fix the problem.
Are there any setting or code changes we can make to ensure the textures are loaded to the correct mip level before the cutscene starts playing?