Low resolution texture mips at cutscene start

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?

Hey there,

While there are some options to hint at the texture streaming that you’ll be doing, a camera cut mid-sequence, we don’t have anything for runtime cinematics for the start of a sequence. If you were pre-rendering, we would recommend setting up warm-up frames, but in this case, we recommend doing something similar where you spawn the actors you need ahead of time to get your character streamed in and set up.

That said, every mesh component can force mips to be resident using *ForceMipStreaming.*If that doesn’t work, you can take a look using UMeshComponent::SetTextureForceResidentFlag—both of those attempt to force mips to be resident at the level you describe.

Dustin