Textures work on PC and Mobile but not on Xbox Series X (Static Mesh issue?)

Hi everyone,

I’m having a strange issue with my UEFN map.

  • Textures display correctly on PC and Mobile.
  • On Xbox Series X, several textures on my custom weapon walls are missing.
  • The same textures are always missing.
  • Switching lobbies multiple times doesn’t help.
  • World Partition Streaming is disabled.
  • Texture settings:
    • Texture Group = UI
    • NoMipmaps
    • Never Stream = enabled
  • The problem only happens on Static Meshes.
  • If I apply the exact same textures to simple Plates/Planes, they appear correctly on Xbox.
  • The mesh (SM_Weapon_Wall) has 3 material slots and all textures work fine on PC and Mobile, but Xbox only shows gray squares.

Has anyone experienced this before?

Could this be a Static Mesh UV issue, material slot issue, or an Xbox-specific UEFN bug?

Any suggestions would be appreciated.

Thank you!

texture group = ui with no mipmaps and never stream is the problem — that combo is meant for textures drawn by umg, not for textures sampled by world meshes. on pc the renderer just samples them and nothing complains, but on consoles the ui group gets accounted in a different pool with different residency rules, and a ui texture used on a static mesh can end up simply not resident — which is exactly the gray squares symptom. the plates working is consistent with that too: a smaller set of textures/materials staying under whatever the console path reserves.

the fix: give those textures a proper 3d group — world (or generic), mipmaps on, never stream off — and let the texture streamer manage residency like every other world texture. if they were set ui/no-mips for sharpness, use the normal world group with a sensible max texture size instead; mips on a tiling wall texture cost almost nothing visually and they are what the console streaming pool expects to exist.

after regrouping, repackage/recheck on xbox — the always-missing set should come back. general rule for the future: in uefn, ui group on anything sampled in world materials is out-of-contract; it can work on pc and then break exactly like this on console, because each platform cooks and pools those differently.