Nanite fallback mesh buffers VRAM residence

Recooking with the feature present but simply disabled stripping removes the issue. Obviously, it returns the fallback meshes’ VRAM cost.

[/Script/WindowsTargetPlatform.WindowsTargetSettings] bGenerateNaniteFallbackMeshes=TrueI put a breakpoint in FRenderAssetInstanceAsyncView::UpdateBoundSizes_Async() and inspected FAsyncRenderAssetStreamingData::StaticInstancesViews.

The build with Nanite Fallbacks stripped has fewer StaticInstancesViews—I might be wrong, but I only found SK components or SM components with Nanite-disabled SMs, like translucent glass meshes.

No fallback meshes:

[Image Removed]With fallback meshes:

[Image Removed]

The streaming decision logic is quite complicated to debug efficiently, and I haven’t studied it before. Any information on where to look is much appreciated.