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Probably because its necessary on most systems. But if your system can just hold all textures at once there's not much use for it.
I wish that Unreal Engine would by default just display increasingly low-resolution samples of textures (in the extreme case, just a single block colour) until the textures finished loading into VRAM. It's utterly insane how many games have been ruined by stuttering as a result of the engine's insistence on freezing rendering until textures are loaded. I doubt there's ever a single case where anyone would prefer to experience stuttering over texture pop-in. It's even worse when you have plenty of spare VRAM but the engine still constrains itself to some arbitrarily small VRAM budget, constantly doing unnecessary work shifting things in and out of memory.
Disabling texture streaming entirely causes the engine to never unload unused textures unless they are garbage collected nor to stream in lower quality MIP maps.
So in projects where the texture resolutions and material quality are high (basically any game that's imitating realistic graphics) even RTX4090 paired with 64GB RAM will run out of memory after a while.
This is not a "one fix for all" whatsoever.
big thanks mate, works perfect now! no more Big FPS Drops...