Description

The texture streamer does not appear to take into consideration the size on screen of any BSP brushes, only static meshes. When a large brush, and a very small static mesh, both using the same texture(s) are in a scene, the streamer only loads up to the specific mip level with sufficient texel density for the static mesh leading to the brush having extremely blurry textures. This behavior is exhibited in standalone game mode and packaged (development and shipping) games; it will also occur in PIE if r.Streaming.DropMips is set to 2. Additionally, without the static mesh, in standalone game there is a 5 second delay before the full texture is streamed in for brushes (AsyncTextureStreaming.cpp - StreamingRenderAsset.bUseUnkownRefHeuristic )

Steps to Reproduce

Steps to Reproduce from attached project:

[Link Removed]

1. Open NewMap from the attached project in standalone game mode,

2. Note that the BSP brush has a blurry texture, until you move closer to the small cube

 

Expected: The texture streamer should load in the full size mip for the BSP brush regardless of how close the static mesh is to the camera
 
Results: The BSP brush has a blurry texture, until you move closer to the small cube
 

Steps to Reproduce from Scratch:

  1. Create an empty map.
  2.  Add a BSP brush, and scale outwards on XY axis.
  3.  Add a small cube.
  4.  Assign the same material to the brush and the cube.
  5.  Add a light.
  6. Open in standalone game, OR in PIE with r.Streaming.DropMips set to 2.

 

Expected: The texture streamer should load in the full size mip for the BSP brush regardless of how close the static mesh is to the camera
 
Results: The BSP brush has a blurry texture, until you move closer to the small cube
 

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-90303 in the post.

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Won't Fix
ComponentUE - Graphics Features
Affects Versions4.244.25
CreatedMar 9, 2020
ResolvedAug 31, 2021
UpdatedAug 31, 2021