Level streaming via dedicated server and debug
I've been experimenting with streaming levels today and I got everything working about how I'd expect via dedicated server except two lingering questions.
Question 1: When I put in the console command "Stat Levels' it gives me a persistent debug message indicated which levels I have streaming and I assume what state they're in but there is no explanation of the color scheme.
My persistent level appears as gray and in the beginning the streamed level is green. When I enter a trigger volume to load the streamed level the green level text turns to pink(loading I assume) then to red but when I exit back out of the volume (to unload the level) it goes to blue. Afterwards the streaming level text alternates between blue and red and eventually (if I wait long enough) back to green. Can anybody explain the meanings to the colors more specifically?
Question 2: It appears when I unload a streamed level the memory footprint on the dedicated server diminishes, so it appears to unload at least something from memory. Can somebody confirm whether streamed levels/content are loaded at runtime on the server as needed and completely removed when not in use or if they're always persisted in memory and only certain objects are removed?
asked Apr 30 '14 at 01:37 AM in Using UE4
This is UDK but maybe it is the same or similar..Hope this helps a bit.
The STAT LEVELS command can be used to see how many levels are loaded in memory.
Red - Level is loaded and visible. Orange - Level is in the process of being made visible. Yellow - Level is loaded but not visible. Blue - Level is unloaded but still resident in memory, will be cleaned up when garbage collection occurs. Green - Level is unloaded. Purple - Level is preloading. If you have a level that doesn't have to be loaded, please make sure to not load it. Yellow levels are good candidates to not load or to defer if you can. If you have a big streaming level, try to split it or optimize.
answered Jun 12 '14 at 09:30 PM
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