@Astaraa - thank you, the first two of those solved this. Setting the textures to non-virtual exposed a low poolsize, so that needed fixing too. I hope UE and Quixel are able to smooth this process out a little at some point. Although it doesn’t appear to be a major problem - once somebody shows you the solution! - it is a bit of a hassle and reduces productivity. Thanks again though, I now know what to look for in future.
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