Quick answer: Raise r.Streaming.PoolSize to fit your VRAM budget so more high-resolution mips stay resident, balancing pop-in against memory rather than starving the pool.
The streaming pool caps how much texture memory Unreal can use for streamed mips. If it is too small, the engine evicts high mips aggressively and you see textures resolve from blurry to sharp. A larger pool keeps detail resident and removes the pop-in.
How to fix it
1. Check the streaming stats
Run stat streaming and watch the log for pool-over-budget warnings. If the pool is full and over budget, that is why high mips are being dropped.
2. Raise the pool size
Increase r.Streaming.PoolSize (MB) in your scalability or device profile config to a value that fits the platform's VRAM, leaving headroom for render targets.
3. Balance with texture sizes
If raising the pool is not enough on memory-constrained platforms, also cap texture sizes and LOD bias so the working set fits, trading a little detail for stable, pop-in-free textures.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.