hi @Butt3rboiii
The problem may be the same as in this post
In the future textures will need to be Power of 2
HLOD will work better with Power of 2 saving memory
FAILED TO BUILD HLODS - Development / Rendering - Epic Developer Community Forums (unrealengine.com)
Quote from Resizing Textures
The example of the WRONG way
For example, a 4000x4000 texture with no alpha layer would
require 64 megabytes of memory. This would have to be loaded at once and will still display at 4000x4000 even if it was causing aliasing on a small billboard, far away from the player. Texture sizes that are too large can crash devices that do not have enough memory.
The RIGHT way saving of 8 times in memory
By contrast, a 4096x4096 version of a texture that uses Default compression will consume only 8 megabytes, stream progressively, and produce less aliasing at a distance. Texture sizes that are too large will also increase its package size but will not cause the gameplay to crash.