I did, I saw it was 30s and thought it was quite high, tried 10 and 5, but still got the object number crash somehow. Also, btw, nice coding, I like how you leave everything properly commented and labeled, easier to poke around.
But as I said, it did fix the rocks not loading textures, which I have no clue whatsoever why the fuck. Maybe the texture is too high resolution/size and the engine refuses to load it since everything is being loaded but not destroyed, so there's no space when it tries to allocate space... I dunno, it's stupid and must be some really simple bullshit the dev fucked up because apparently, as the game state demonstrates, it's a fucking all-over-the-place amalgamation of frankenstein shit.
So, the GC is either not triggering reliably for me, as if it were just a suggestion for the engine to do it instead of a forced command, or it's not dumping enough shit out (maybe because not every object is getting tagged as non-essential or flaged for unloading, I dunno I don't remember how memory management works with UE anymore).
Thus why the "engine.ini" var I posted works. It either told the engine to fuckoff and eating everything, or is giving your GC trigger cycle time enough to reliably trigger and the engine poop shit out.
What's strange is: I got 32gb of RAM and 16gb of VRAM, paging file is around 32gb too methinks, yet the game uses only 9gb of VRAM and around 10gb of RAM. One would think with the engine crashing because it can't add things on scene, it would resort to using more resources if available, but it must be some preset/enforced value by the dev or the blueprint he used as base, and again the dev's... blablabla, mimimi, yaddayaddayadda, whatever...