Preload Level / Texture Streaming in Blueprints

Hi!

I’m currently working with multiple levels that is supposed to be opened from a single menu.
What I’ve noticed is that others usually make another level/map with an UMG interface that calls the levels with the “Open Level” Node in the level or the UMG blueprint.

Setting this up isn’t my problem though. My mayor problem is whenever I load a level.
First of all it opens and loads the entire level at the same time, this makes the application lag.
And after the level finally has loaded, all the textures are “Blurry”.
Doing some research I’ve noticed that this might be because of Texture Streaming.

The level is very heavy and has a lot of 4K textures. It’s meant for High-end PCs so there shouldn’t really be a problem loading these. Loading the Levels one by one never seems to be a problem.

  1. Is there any common mistake for the levels to immensely lag whenever using the load level node in blueprints?
  2. Is there any way of loading the entire level in blueprints, with all assets and textures before actually showing it?

Any kind of solution or tip would be greatly helpful!

Thank You!

Did you ever get a solution for this?

I had problems with this now, and found this question… but does the option “Never Stream” work for you? Credit goes out to this post: Paper2D: Problems with pixelated sprites - Rendering - Unreal Engine Forums

(Worked for me, btw, even with multiple 4K quality spritesheets)

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