It boils down to some kind of problem when using instanced material in combination with native textures and possibly mipmaps. I can replace all textures with one ype of generated chess pattern and just a few meshes get textured. If i then edit the base material i have instanced and saves it, the scene in the editor changes and all meshes are now textured ok.
I think UE has a serious problem with native transient textures in UE 5.5.
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The mechanism to build textures and mipmap levels somehow doesn’t work with dynamic instanced material when the load gets a bit high and the updates are done in tick or during gameplay and not in beginplay
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UE has some problem with threading when native mipmaps are provided. Easy to get a crash when muitiple mipmaps are provided
Can anyone at Epic take a look at this that works with textures and streaming ?