Sequencer renders out textures with constant pop-in

Dear Unreal community,

I am having an issue with the sequencer and rendering that has appeared in several of my projects. After a few flawless renders, suddenly my exported sequences have constant texture pop-in (curiously, it is not happening on the model, just the background textures), which looks almost like textures flickering in and out of detail.

I have tried several proposed solutions based on official guides, including:

  • increasing the Texture Streaming Pool size
  • forcing LOD bias of 0 via console
  • Console Command: r.Streaming.FullyLoadUsedTextures

None of the above helped and I am stuck with my renders. I assume it may be a different problem than simply incorrect LOD or texture streaming settings (especially since all was working fine for the past few days).

Has anyone encountered a similar issue and been able to troubleshoot it?

Thanks in advance!


Are those Virtual Textures? If so those have a different pool.

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Thanks! I guess it must have been the virtual textures; the most convenient fix ended up being changing Texture Streaming in the Game Overrides before render to “Fully Load Used Textures.”

The scenes I am working with are fairly static, so maybe this is not a silver-bullet for more elaborate camera movements, but it helped. I will also try changing the values in the streaming pool, as the engine prompts.

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