Having some sort of issue with texture streaming in an open world project. After opening the project and working for a few minutes I get the standard “texture streaming pool over budget” error, but the weird thing is when I open the stat streaming window it’s because my pool capacity values are gone completely (and presumably the project is reading this as 0MB capacity). I’m assuming this is some sort of memory leak but I have no idea where it is or how to fix it. Any suggestions?
The only thing I have found is to make the streaming pool larger. That was for a warning that the streaming budget had been exhausted. If you have done that than like you said there is something else at play for sure. r.Streaming.PoolSize
So I don’t totally know what causes this, but I will tell you that rebuilding my landscape material from scratch seems to have solved it. So, I am under the impression that the way the material was constructed was causing some sort of memory leak. It’s worth noting that this only occurred after I tried to convert my textures and materials to Virtual Textures using the conversion window, which seems unreliable. Although it’s much more time consuming, manually changing materials and textures to use VTs seems to be the better solution.
Also worth noting that although I believe I have plugged the leak, I do still get this error whenever I try to do pretty much anything with Packed Level Actors. This, though, I am pretty much chalking up to an engine bug unless I get told we’re seeing the issue in the builds, which I have not yet.