Greetings to the UE4 Community,
In the optimization process of my project I spent the last week hunting down the non streaming textures and reducing the Non Streaming Pool but still I can’t find the culprits that actually consume between 1009 mb and 1125 mb (Only the Non Streaming Mips) it varies between these two values depending on the loaded sub level.
**Is there any console command or tool to detect the non streaming textures? I’ve used “ListStreamingTextures” and “ListTextures” I’m also using “Stat Streaming” to evaluate the process, but is there a way to List the non streaming textures in the console or any other way, to actually locate them ?
** PS : I’m already using the “.Streaming.PoolSize” to fix the problem temporariy
My Setup is as the following :
Master Level with 73 very small sub levels
And thank you for your input and help.