MRQ Memory issue in regards to skeletal mesh description into 5.4, what to do and best practices / moving forward into 5.7 and beyond

Jerry Sui
Mon, 16 Feb 2026 14:12:08 +0000
Cinematics & Media

I am just looking for anyone with some expert opinion or those who have worked on very large projects in unreal to see how they handle the MRQ, or this is just throw money at hardware to fix kind of issue. All linear production throws optimization out the window but we are not even dealing with a lot in our smaller scope production for an indie youtube scope stylised cartoon show.

Here are my findings, there is nothing i can do about it. I think unreal need to do something about cleaning up when loading MRQ.

This is what it looks like on the initial load - on my first mem trim before raising the bar on virtual memory.

[2026.02.16-13.12.45:639][480]LogSkeletalMesh: Building Skeletal Mesh xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
[2026.02.16-13.12.45:652][480]LogMemory: Warning: Freeing 33554432 bytes (32.0 MiB) from backup pool to handle out of memory.
[2026.02.16-13.12.45:652][480]LogMemory: Warning: MemoryStats:
AvailablePhysical 1187815424 (1.11 GiB)
AvailableVirtual 781144064 (0.73 GiB)
UsedPhysical 45268791296 (42.16 GiB)
PeakUsedPhysical 47932170240 (44.64 GiB)
UsedVirtual 64167358464 (59.76 GiB)
PeakUsedVirtual 65107775488 (60.64 GiB)

This is what it looks like after maybe 30 minute of waiting for GC. Bear in mind i’ve raised the bar now to 200GB in virtual memory it’s looking grim, we are loading around 160GB into memory.

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