Why would LLM report all zeroes?

I’ve trying to use the new memory tracking in 4.18, but using [redacted] on my PS4 Development build reports only a Tracked Total of 335Mb and zero for all else. I have breakpointed the tracking code and it seems to be logging lots of allocations with different categories, so I don’t know where they’re getting lost.

INI settings:

{redacted]

Anyone else had this and can point me in the right direction please?

Also…slighty related…it appears that disabling the legacy streaming code has broken my texture pool visualization, because the sum of active+cached+unknown+nonstreamed is now greater than the total texture pool size. Are nonstreamed textures now considered to be outside the streaming texture pool?

OK, on further digging it’s because I hadn’t enabled it with [redacted] on the cmd line (helpfully documented in the header file). Still not sure what the new streaming pool behaviour is though.

Hello Chris,

I know this post is rather old and you seem to of found out what was wrong with your issue, but for future reference, please post questions related to PS4 development on the PS4 section of the as all information about PS4 development, including settings and commands, are under NDA. General users of UE4 that have not signed this NDA do not have access to this information.

you shoud use -llm command line to start the game