Why is the memory usage of my textures 0?

I’m trying to understand how does loading textures impact the memory usage (both for RAM and GPU).

To do so I’m running memreport -full and seeing some lines under Listing all textures. like:

0x0 (0 KB, 0), 0x0 (0 KB), PF_Unknown, TEXTUREGROUP_World, /Game/ProductViewer/Materials/ProductMaterials/Swear/rubber/rubber_red_INST_basecolor.rubber_red_INST_basecolor, NO, 0
0x0 (0 KB, 0), 0x0 (0 KB), PF_Unknown, TEXTUREGROUP_World, /Game/ProductViewer/Materials/ProductMaterials/Swear/rubber/rubber_red_INST_metallic.rubber_red_INST_metallic, NO, 0
0x0 (0 KB, 0), 0x0 (0 KB), PF_Unknown, TEXTUREGROUP_World, /Game/ProductViewer/Materials/ProductMaterials/Swear/rubber/rubber_red_INST_normal.rubber_red_INST_normal, NO, 0
0x0 (0 KB, 0), 0x0 (0 KB), PF_Unknown, TEXTUREGROUP_World, /Game/ProductViewer/Materials/ProductMaterials/Swear/rubber/rubber_red_INST_roughness.rubber_red_INST_roughness, NO, 0

All these are textures that are indeed being used by a material that is being rendered. There are some lines showing texture memory usage:

2048x2048 (32768 KB, 0), 2048x2048 (32768 KB), PF_FloatRGBA, TEXTUREGROUP_World, /Engine/EngineMaterials/DefaultBloomKernel.DefaultBloomKernel, NO, 0
4096x4096 (21845 KB, 0), 4096x4096 (21845 KB), PF_BC5, TEXTUREGROUP_WorldNormalMap, /Game/ProductViewer/Products/utilityMaps/vyner/Swear_main_sewing_normal.Swear_main_sewing_normal, YES, 1
0x0 (16384 KB, 0), 0x0 (16384 KB), PF_FloatRGBA, TEXTUREGROUP_World, /Engine/EditorMaterials/AssetViewer/EpicQuadPanorama_CC+EV1.EpicQuadPanorama_CC+EV1, NO, 0
0x0 (16384 KB, 0), 0x0 (16384 KB), PF_FloatRGBA, TEXTUREGROUP_World, /Game/ProductViewer/HDRI/HDRI_1.HDRI_1, NO, 0
0x0 (16384 KB, 0), 0x0 (16384 KB), PF_FloatRGBA, TEXTUREGROUP_World, /Engine/MapTemplates/Sky/DaylightAmbientCubemap.DaylightAmbientCubemap, NO, 0
0x0 (16384 KB, 0), 0x0 (16384 KB), PF_FloatRGBA, TEXTUREGROUP_World, /Engine/MapTemplates/Sky/SunsetAmbientCubemap.SunsetAmbientCubemap, NO, 0
4096x4096 (10923 KB, 0), 4096x4096 (10923 KB), PF_DXT1, TEXTUREGROUP_World, /Game/ProductViewer/Products/utilityMaps/vyner/Swear_main_sewing_mask.Swear_main_sewing_mask, YES, 1
2048x2048 (2731 KB, 0), 2048x2048 (2731 KB), PF_DXT1, TEXTUREGROUP_World, /Game/ProductViewer/Products/utilityMaps/vyner/Swear_vyner_lacesHoles_mask.Swear_vyner_lacesHoles_mask, YES, 1
2048x2048 (2731 KB, 0), 2048x2048 (2731 KB), PF_DXT1, TEXTUREGROUP_World, /Game/ProductViewer/Products/utilityMaps/AO/Swear_vyner_main_AO.Swear_vyner_main_AO, YES, 0`

… but in any case, I can’t understand why do the ones in the top block show as 0. Is this RAM usage only? Do I have to look at something like 1093598107 - Texture memory 2D - STAT_TextureMemory2D - STATGROUP_RHI - STATCAT_Advanced? If so, how can I check which specific textures are contributing to that usage?

Related questions:

  • Textures in the content browser don’t take up RAM / GPU mem, right?
  • As soon as a texture is not used in the render anymore, will it be unloaded?

Note: I’ve disabled texture streaming.

It seems that this only happens with textures originating from substance, trying to dig deeper…