I have around 600 level sequences in my game. Most of them use spawnable skeletal mesh actors as they are not needed outside of those sequences.
I recently tried adding groom hair to them.
My VRAM usage used to be 3gb but adding the groom hair made it jump up to 13gb and it all gets filled up on game start. Memreport says the vertex buffer is filled up.
The usage scales linearly with the number of sequances with spawnable actors I have.
The sequences are in the level but not being played so the actors aren’t even spawned yet.
The more sequences with the groom hair I have, the more VRAM is used, even thou the sequences didn’t even start yet and the actors aren’t spawned.
Is this normal? Aren’t they supposed to only get loaded when the sequence starts?
Is there any way to fix this without converting all the actors to possessable and using the same one for every sequence?