Emptying the level doesn't free memory nor restores textures best lod
My game is sort of a baby editor, where players can spawn/destroy actors at will.
When i spawn too much actors, there is a point where all the textures go super low detail.
This is normal, it just tells me that i am using too much memory.
But when i destroy all the actors but one, i have two problems:
A) the remaining actor never gets its nice texture back, and no matter what i spawn after that, all the textures are super low detail
B) in the windows task manager, the memory taken by the game never decreases, here is a typical scenario:
In the hereabove screenshot, the central picture is before the heavy load (on the left), and the picture on the right is after the destruction of all other actors.
The only way i can get the textures back is to close and reopen the game.
To destroy the actors, i was using the aactor::destroy() function, and after some research, i used the function Rama gives in this thread, but it didn't solve the problem.
So is it normal that the lowest LOD of all textures is used in an empty level after the level has been populated and emptied ?
Or am i destroying the actors incorrectly ?
Thank you for clarifying this is all happening at runtime. I was under the impression you were destroying actors while PIE and then ending your PIE session and allowing the meshes to reload. This is why I asked you to 'Rebuild' and by that I mean using the 'Build All' option within the viewport to rebuild you scenes geometry and lighting.
In regards to the texture streaming, I am actually assigned another issue where a user is reporting a similar problem with his project.
AnswerHub Post - Streaming Texture Bug
If you follow the forum link provided in that post, you can see we are aware of the issue and have begun entered a bug report. If you have any questions in regards to this issue, would you mind posting in the link provided so we can keep these together and organized. It helps us track the issue more efficiently and assist users in an effective manner.
Update For reference the bug entered is UE-21800. It has been verified and fixed as number of fixes were entered into recent versions that address the issues mentioned here.
answered Oct 05 '15 at 04:02 PM
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