unreal-memory-streaming

Diagnose and fix memory residency, asset streaming, and load hitches in Unreal Engine 5.8.

Updated May 28, 2023
One-click install
npx skills add https://github.com/steveulrich/ProjectB --skill unreal-memory-streaming-steveulrich
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: unreal-memory-streaming
Source: https://github.com/steveulrich/ProjectB/tree/main/.cursor/skills/unreal-memory-streaming
Command: npx skills add https://github.com/steveulrich/ProjectB --skill unreal-memory-streaming-steveulrich

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve? Unreal Engine projects suffer from unexpected asset residency, memory growth, blurry textures, and load or shader compilation hitches that are hard to attribute to a single system. This Skill provides a structured diagnostic workflow that classifies the failure, captures the right profiling evidence, and applies one bounded fix verified in a cooked target build. ## Core Features & Use Cases - Failure classification and evidence routing: Distinguish dependency residency, retained allocation, streaming budget, IO latency, render-resource readiness, and PSO compilation problems, then route each to Reference Viewer, Memory Insights, LLM, Asset Loading Insights, or PSO validation. - Streaming system tuning: Diagnose texture streaming pools, Streaming Virtual Texturing physical pools, Nanite streaming, and World Partition readiness with per-system stats instead of one combined pool. - Hitch and regression workflows: Diagnose load hitches from package order through PSO compile, validate PSO precaching on cold driver caches, and record cold/warm A/B regression metrics. - Use Case: A teleport arrives into a half-loaded world with blurry textures. Use this Skill to gate readiness on cell state, collision, texture quality, and PSO compilation, then prove the fix with a cooked-build cold traversal. ## Quick Start Use the unreal-memory-streaming skill to diagnose why textures stay blurry and memory keeps growing after repeated level traversal in my Unreal Engine 5.8 project.

Frequently Asked Questions about unreal-memory-streaming

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I find out why an asset is loaded in Unreal Engine?▼

Open Reference Viewer on the suspect asset and inspect referencers, hard and soft edges, and Reference Tree depth, then use Size Map for dependency cost. Confirm the runtime owner with Memory Insights or LLM, since editor graph size does not prove runtime residency.

How do I fix blurry textures and texture streaming pool pressure in UE5?▼

Build texture streaming data, then use the accuracy view modes and stat streaming to compare wanted versus budgeted mips. Fix stale streaming data, wrong UV density, oversized bounds, and forced residency before raising r.Streaming.PoolSize, and never set PoolSize to 0 as a shipping fix.

Why does my game hitch the first time a material or effect appears?▼

First-use hitches usually come from PSO compilation rather than asset IO. Validate with r.PSOPrecache.Validation on a cooked Development build with a cold driver cache, and wait on FShaderPipelineCache::NumPrecompilesRemaining during loading screens.

Does a soft reference keep an asset unloaded in Unreal Engine?▼

No. A soft reference only removes the automatic load dependency; once loaded, the asset stays resident until its owner or streamable handle releases it. Loaded assets require explicit lifetime ownership and a defined unload condition.

Why does memory keep growing after repeated spawn and despawn actions?▼

Repeated retained growth after teardown suggests surviving ownership rather than a leak in the classic sense. Start Memory Insights tracing with the process using -trace=default,memory and run a marked retained-allocation query across repetitions to find the surviving owner.

Can I validate memory and streaming fixes in PIE or the editor?▼

No. PIE, loose editor content, and a warm developer PC hide real behavior through caches and editor-only state. Prove fixes in a cooked target build on representative hardware with controlled cold and warm cache states.