non-streaming texture over 4000 MB

Hello,

I am encountering a big texture streaming pool issue : my texture streaming pool is over 4000MB!
It is not related to a specific map, because this warning message appears in every map of my project.
Here is a screenshot of the console with the stat StreamingDetails on :

It looks like it is related to “non-streaming textures”.
It is clearly a bug, that is not related to the pool capacity.

It’s very weird for me because I am only using sprites or little FBX models, so they should not be greedy on texture memory.
It is also appearing when I open my project on another computer.
(I am working on Mac here)

Does anyone has a clue for resolving this?

Did you try to open a completely new map and see if this also appears in an empty map? If this appears in every map of your project maybe somewhere you are using either very many textures or some gigantic textures. If this is the case then your empty map should be just fine.

I would also guess that this issue is not related to the FBX models themselves or it’s size, because they are just combinations of vertices and UV-maps, aren’t they? They have nothing to do with textures in the first place. They can have default materials and those materials use textures.

Are you using some materials/textures always or in every map? If so, then check those out and maybe you can locate the source of the problem on this way =/

Thanks VizualTek for your answer.

I created an empty level but the problem remains the same :

However, I created a brand new project, and think I localized the issue :
it’s in the sprites.
In my project I am using around 200 pictures, that I am presenting as paintings, through paper 2D sprites.

What is strange, is that the original .jpeg files are quite small, but once cooked by the editor, their size goes like 20 times bigger.
For instance, an asset freshly imported in the “Content” folder that weights 761ko goes to 18,6Mo (!!!) in the folder “Save/Cooked/MacNoEditor/…/Content/…”

I finally understood my issue :
I was using a lot of different pictures as textures, without respecting the “power of 2” rule.
So my texture were not able to be streamed, and they were asking a huge resource size.
Here is a link to a related topic : https://answers.unrealengine.com/questions/549411/cant-untick-never-stream.html

So my solution is to re-import all my images as png, in a 2048x2048 square, using the alpha channel to keep the original picture ratio.

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I’m having the same problem, so I’ll have to try it to see if it solves it!