How to unload specific parts of texture streaming memory via blueprint

Hi! I’m working on a project which requires me to load thousands of textures for frames in runtime (25fps). while the approach to show/hide them works just fine, the amount of cached/streamed texture data crashes my project (“Out of video memory trying to allocate a rendering resource.”). I already tried to use level-streaming with sublevels to create small packages of 100 frames within each level. I am loading them into the “real” level where they will be shown and I am unloading the last 100 frames. Still the cached/streamed data remains in my storage and keeps on growing with each new set of frames until the engine crashes. I used this approach to avoid needing to rebuild my project with C++ (which I barely know). Is there a way to access specific saved texture data and delete it via blueprint?

There have been similar posts before, but no solution has been given yet. A Post from 2015: https://answers.unrealengine.com/questions/308513/emptying-the-level-doesnt-free-memory-nor-restores.html “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.” - Since I’m working in 4.18.2 it just doesn’t seem to be true that this bug has been fixed! Increasing the pool size only helps temporarily if at all if the number of textures is very high.

I found a link with more or less the same question and it seems to have been solved with console commands, but nobody mentioned how. I already read through and tried most of the console commands from the texture streaming documentation. Is there a way to unload textures using Blueprints Only? - Rendering - Unreal Engine Forums

Thank you! :slight_smile:

I found this thread with an answer from mighty RAMA further down but it seems to be in C++. Is this the only solution? Unloading Assets to Free RAM? - Platform & Builds - Unreal Engine Forums