Cubemap stats

Memory reports are correctly giving me indications (via Texture memory Cube) that I have a large number of large cubemaps in my level. My problem is that I cannot find any way to get any other stats (asset name, lod/mip, memory, etc) about the cubemaps that are being used in the scene. Neither Memoryreport, ListTextures, nor ListStreamingTextures are even providing me with a list of cubemap assets in the scene. If I call InvestigateTexture with a known cubemap asset in the scene, no information is provided. How does one get more runtime stats on cubemaps in a scene?

Additionally, are cubemaps mip-mapped in the traditional sense - do they only load into video memory those mips that are actually being used? Do they use mips based on distance or based on reflection/roughness of the shader?

Based on the Texture memory Cube data, it really feels like the entire texture (all mips included) is being loaded into video memory.

Please advise.

Thanks,

What am I missing here?

Based on my initial research, it looks like only UTexture2D objects actually stream and load mips independently. Also, UTextureCube (through FTextureCubeResource) appears to load all mips at initialization.

I would really appreciate if Epic Staff would confirm my findings or point me to where I went awry.

If confirmed, can you explain why UTextureCube is not streaming and loading mips independently?

Is there anything preventing the inclusion of much of UTexture2D into the UTextureCube tech?