AActor::PrestreamTextures
#include "GameFramework/Actor.h"
Access: public
Specifiers: virtualUFUNCTION
Description
Forces all mesh components on this actor to prestream their textures at full resolution for the specified duration. Useful before cinematics or cutscenes to eliminate pop-in.
Caveats & Gotchas
- • Only iterates over UMeshComponent subclasses (static meshes, skeletal meshes); any custom components that manage their own streaming will not be affected unless they override this virtual.
- • CinematicTextureGroups is a bitfield matching UTexture's LODGroup — pass 0 for all groups to use default mips, or specific bits to force cinematic quality on selected groups. Incorrect bits silently have no effect.
- • Calling with bEnableStreaming=false cancels the forced-resident request, but the streaming system may take a frame or two to actually evict mips if memory pressure requires it.
Signature
UFUNCTION(BlueprintCallable, Category = "Rendering")
ENGINE_API virtual void PrestreamTextures( float Seconds, bool bEnableStreaming, int32 CinematicTextureGroups = 0 ) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Seconds | float | Number of seconds to force all mip levels to be resident. | — |
| bEnableStreaming | bool | True to start streaming in textures; false to stop forcing them resident. | — |
| CinematicTextureGroups | int32 | Bitfield indicating which texture groups should use extra high-resolution cinematic mips. | 0 |
Return Type
void Example
Force textures resident before a cutscene C++
void AMyDirector::PrepareCutscene(AActor* FocusActor)
{
if (FocusActor)
{
// Force all mips resident for 5 seconds; no cinematic groups override
FocusActor->PrestreamTextures(5.f, true, 0);
}
} See Also
Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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