Hello!
When profiling memory usage (`memreport -full`) on our Quest 3 title, I notice that some of our largest textures have no usage counts:
Cooked/OnDisk: Width x Height (Size in KB, Authored Bias), Current/InMem: Width x Height (Size in KB), Format, LODGroup, Name, Streaming, UnknownRef, VT, Usage Count, NumMips, Uncompressed
4096x4096 (65536 KB, ?), 4096x4096 (65536 KB), PF_B8G8R8A8, TEXTUREGROUP_Skybox, /Game/_Assets/Vista/Sky/Sky_NGM_dramatic_night.Sky_NGM_dramatic_night, NO, NO, NO, 0, 1, YES
1024x1024 (49152 KB, ?), 1024x1024 (49152 KB), PF_FloatRGBA, TEXTUREGROUP_World, /Game/_Assets/SceneCaptures/SkylightCaptureB.SkylightCaptureB, NO, NO, NO, 0, 1, YES
We are using baked lighting, so the skylight’s contribution is pre-computed into lightmaps at build time. The cubemap should not be sampled at runtime but the cubemap is loaded because the SkyLight actor references it, but the mobile renderer doesn’t actively use it.
To confirm the skylight has static mobility, real time capture disabled, and source type SLS Specified Cubemap
The cubemap is hard-referenced in the SkylightComponent:
/** Cubemap to use for sky lighting if SourceType is set to SLS_SpecifiedCubemap. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Light)
TObjectPtr<class UTextureCube> Cubemap;
Likewise, these textures are likely getting cooked and packaged unnecessarily increasing the size of our builds.
Is this intended, or is there an optimization to be made here. Hopefully we can free up >100MB of memory for our title!