Stripping asset on dedicated server

I’m working on memory optimization for a dedicated server.

The documentation says: ‘A headless server does not render any visuals and nobody is playing locally on the headless server.’ Based on this, I assumed textures and materials would be excluded from the cooking process.

However, I still see UMaterial and UTexture in the memory profile. It seems that while these objects are cooked in, their actual rendering data (like vertex data or mipmaps) is stripped.

Is my assumption correct? If so, do audio and particle assets follow the same stripping logic?

Hey there @Anonymous_2210d72d3515234552b42f64ab1279fd! Welcome back to the community! Yes, my understanding is that dedicated servers still require object references and relevant mapping intact but strip out the actual data itself for textures, materials, sounds, and meshes. Basically a shell of the object remains so that references will link properly.