ComputeMipLevel breaks texture streaming

Branch: Source from GitHub 4.1 branch

Build version: 4.1.0-0+UE4

Video: https://dl.dropboxusercontent.com/u/47159774/streaming.webm

The bottom meshes have this material:

The top meshes have this material:

Repro:

  1. Create two materials as shown in the images and apply both
  2. Enable texture streaming for the used textures
  3. Start the UE4Editor.exe with -game (issue does not always appear in PIE)

Using ComputeMipLevel makes the textures stream incorrectly, resulting in blurry textures. This happens 100% of the time (when not in PIE).
Tested on two separate systems (one with a Nvidia and one with an AMD GPU).

Hi cbuttner,

I apologize that we missed this issue. We are going through the AnswerHub searching for missed issues now. Can you let me know if this is still occurring for you in 4.2? If so, please add your DxDiag and log files. Your log file can be located in your [Project Name]/Saved/Logs folder. Please let me know if your require any additional assistance.

Cheers!

Hi ,

it seems this issue is fixed in 4.2. Thanks!

However, there remains another issue with ComputeMipLevel that hasn’t been resolved yet: ComputeMipLevel outputs incorrect levels - Rendering - Epic Developer Community Forums

Hello,

Thank you for letting me know. I have assigned a technician to look into that issue. Let me know if you need any more assistance.