I’m building a level with completely custom assets that use high quality textures but I’m getting an error saying my project is over 1,000,000kb too large. I was able to open the level with half the actors/objects in the level but then when I added more objects it gives me that error. I have a hard time believing the things I’ve added are that large in size, it’s mostly a lot of modular pieces for large skyscrapers. Is there any way that I can see what is using the most amount of memory/space? Or is there a way I can reduce the amount of memory that’s being used by the objects? I’ve already changed the LODBias for all the larger textures down to 1024x1024 but it didn’t seem to do much.
Enabling streaming will help memory big time if you are willing to sacrifice render distance, unless you already have it enabled. Otherwise, the only way you are going to reduce your data is by reducing the number and/or density of unique objects and textures. Here’s a link to documentation on memory management if you haven’t already checked it out: Memory Management
I will definitely give that a try, thank you for the help!
Just enabled streaming, didn’t change anything. I probably should have specified that my issue is the project upload size. I don’t see how I’m adding over 4 million bytes to the level with the amount of stuff currently in the level, but idk.
Edit I just checked my level size and it’s well under the limit but I still get this error
That really sucks. I don’t get how your memory calculator can say that’s one size and the error says it’s another. I see that the majority of your data is used up in textures; could it be possible that those are taking up more space than it shows? I know textures can take up a lot of space really quickly.
Custom materials are quite data-intensive. How many are you using? Also, I’m curious about how the textures are set up. There are material function nodes that are supposed to help by making materials less data-intense and optimized for all platforms. Could you include a screenshot of the material graph for the custom assets? Someone from tech arts might be able to help you optimize what you’ve got.
Hi there! I’m going to try and get you some answers to help you solve this issue. Can you provide any information on the size of your custom assets, and where they come from (did you make them or purchase them for example). It could be a bug, but it could be something in the asset that is causing the issue.
When we import textures we set an LOD Bias to keep them more performant.
This isn’t a big deal except that a lot of content out there has really really big textures as they weren’t meant for games really.
In any case, you can throw away the extra data on your textures that were not using if you don’t think you need it. You can always reimport from the source texture if you determine later you need more resolution for a particular texture.
Right click your textures in the content browser and in the you should see “Resize Texture Import Data”
Purchased them from the unreal marketplace, I will get some screenshots of the material graphs later today. Most of the textures were 4096x4096 but I adjusted the LODBias to reduce them to 1024x1024. I did this for every single texture (I got errors when loading the project initially saying the textures were too large which is why I reduced them in the first place), I can try reducing the size further to see if that helps. I just don’t understand why it shows my project upload size as within the limits in the project size window until I actually try to open it in game and it tells me I’m way over budget.
I will definitely give this a try, I reduced the LOD Bias already manually for each texture but I’ll try and increase it again to see what effect it has. Based on the project size window I can already see that textures are the bulk of my memory, so I’ll monitor that after I make the changes. My biggest concern is why it says my project is under the upload limit until I actually try loading it in game.
Just to clarify @SwitchupYT, setting the LODBias sets the rendering parameters to bias to that level, but it does not affect your upload. If you have a 4k texture, set the bias so that it renders at 256x256, you still have to upload the 4k texture. This impacts your upload size.
What @LittleGiant proposes is to change the size of the imported asset so you’re uploading to save up upload.
- If you don’t have the source texture, Set the LOD Bias in the asset.
- Execute the Resize Texture Import Data above.
Your texture should reduce in size! I noticed that when I did this process, the material I created became unusable and I had to delete and re-create it. I’ll log a bug. Let me know what you find.
THANK YOU! This worked, I resized the texture import data and I was able to load the level. Everything seems to be working great now!
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