Contents
Unreal Engine 5.8 · System guide
Memory and Streaming
Control Unreal residency, streaming, and hitches
On this page
Choose a task
Choose an approach
Build and understand
Async loading and lifetimeOpen reference →Budgets and evidenceOpen reference →Geometry and world readinessOpen reference →Memory profilingOpen reference →PSO and shader compilation hitchesOpen reference →Reference graphs and residencyOpen reference →Regression and recipesOpen reference →Texture streamingOpen reference →Streaming and runtime virtual texturingOpen reference →
Workflow and boundaries
Use these checks when a task crosses several systems. The focused references above contain the specific actions.
Classify the failure before changing policy
Read references/system-selector.md and
references/budgets-and-evidence.md.
- Define target device, memory pools, storage, build, scenario, cold/warm state, and readiness budget.
- Classify the problem: dependency residency, retained allocation, streaming budget, IO/load latency, render-resource readiness, or shader/PSO compilation.
- Capture the appropriate evidence: Reference Viewer/Size Map, Memory Insights/LLM, Asset Loading Insights, texture/VT/Nanite stats, Render Resource Viewer, or PSO validation.
- Name the owner, load trigger, residency boundary, unload condition, and failure behavior.
- Change one dependency edge, budget, lead time, representation, or precache policy.
- Repeat the identical cold or warm traversal on target hardware and verify memory, quality, and hitch.
Use neighboring skills for their owned decisions:
- Asset schemas, Primary Asset rules, bundles, cook inclusion ->
../unreal-data-assets-tables/SKILL.md - World Partition cells, sources, loading range, teleports ->
../unreal-world-partition/SKILL.md - Trace capture and Memory/Asset Loading Insights ->
../unreal-insights-profiling/SKILL.md - GPU resource/pass budgets ->
../unreal-rendering-performance/SKILL.md
Load only what applies:
references/reference-graphs-and-residency.mdreferences/async-loading-and-lifetime.mdreferences/texture-streaming.mdreferences/virtual-texturing.mdreferences/geometry-and-world-readiness.mdreferences/pso-and-shader-hitches.mdreferences/memory-profiling.mdreferences/load-hitch-diagnosis.mdreferences/regression-and-recipes.md
Hard rules
- Do not equate soft references with unloaded content; loaded assets require explicit lifetime ownership.
- Do not replace every hard edge with a soft edge; use hard references inside one intentional residency unit.
- Never synchronously load in latency-sensitive gameplay unless a measured, bounded exception is accepted.
- Separate CPU memory, GPU allocations, texture pools, VT pools, Nanite pools, and package size.
- Do not set
r.Streaming.PoolSize=0or disable streaming as a shipping fix. - Do not raise a pool before proving the target budget has headroom and the content demand is valid.
- Treat low mips, fallback meshes, collision, shaders/PSOs, registration, and gameplay initialization as part of readiness—not only UObject load completion.
- Memory allocation tracing must start with the process; a late trace cannot reconstruct old allocations.
- Validate PSO precache misses and wait for required startup compiles; a warm driver cache can hide failure.
- Prove behavior in a cooked target build. PIE, loose editor content, and a warm dev PC are insufficient.
See references/sources.md for the UE 5.8 primary-source trail.
Version and evidence
Targets Unreal Engine 5.8 documentation. This label does not establish that every procedure was tested in an editor or packaged build.
Read the documentation sources and verification notes →