

Remember, like many config commands entered via the console, altering the size of the pool this way is only temporary. You can check that your change was accepted by using the stat streaming command. You can change the size of your streaming pool in the editor with the following console command, where # is the value you want to set in megabytes. Of course, this is only advisable if your hardware (and your target spec) has the memory to spare.Ĭheck the bottom of this article for a quick and easy method of finding out how large your texture pool needs to be to meet your texture requirements. Simply increase the size of your texture streaming pool to encompass your texture data and you’re all set. The Fix Option A: Increase your texture streaming pool memory allocation By default the size of the texture streaming pool is set to 1000 MB. You can see each pool’s maximum capacity in the far right column of the Memory Counters section. This ensures that the least amount of texture data is loaded at any given time without sacrificing visual fidelity.

It also uses a level-of-detail optimization method called mipmapping to increase or decrease the resolution of your textures on the fly. It uses a combination of clever techniques to dynamically load textures in and out as required to improve the performance of your game. This is where Unreal’s texture streaming system comes in. It’s a lot of information to keep in memory at any one time. Even if you’re not using 4k texture maps for every single asset, the amount of data these textures contain will add up really fast. No matter what kind of environment you’re making, your level is going to have textures – and if you’re making something anywhere close to substantial you’re going to have a lot of them. To understand why you’ve received this warning message you’ll need to have a basic grasp of Unreal’s texture streaming system – what it does, and why it’s so important. Just remember this isn’t actually solving anything though, and those warnings will be back the next time you open the editor. If you absolutely must, in a pinch you can enter the command DisableAllScreenMessages into your console and all warning messages will be suppressed. Side note: Yes, there are also unproductive ways to clear this error. The second is to optimize your levels/materials to keep the size of your textures down. The first is to increase the size of your texture pool either via the console or your project’s configuration files. There are two productive ways to fix the ‘Texture Streaming Pool Over # MiB’ warning message.

This is a very common warning that is simply telling you that the textures in your scene are using more memory than you have allocated for them, and as a result the engine has started decreasing the quality of your textures to compensate. Although the warning ‘ TEXTURE STREAMING POOL OVER’ (followed by a value in mebi bytes) uses intimidating red text and is written all in shouty capital letters, it’s not something to panic over.
