5.3 > 5.6 Runtime virtual texture 'Glitching' ?

Hi, I ported a project from 5.3 to 5.6 yesterday and overall everything is working great, it 100% looks smoother and I have more FPS than before. However… One of the 'effect’s we use is now ‘glitching’ it uses a RVT which controls a opacity map and I’m getting some odd results when it activates, after which it all runs fine.

I’m certain it’s to do with the RVT, if I change the Virtual texture content to exclude Alpha it visually looks fine minus the required alpha.

The best way to describe it is chunks are coming through and others are not before it’s fully loaded, Have RVT’s fundamentally changed now or do they use some sort of tiling? - The problem is we are not fully Unreal techs and although I’m gradually learning I’m not to the point I can debug this on my own.

Does any one have suggestions for how I can fix this please?

Ok So found the answer to my problem, I needed to tweak the number of tiles for the RVT texture, this was untouched from the 5.3 so what ever has happened from 5.3 to 6.3 means I had to modify it.

Ok I take that back, the above ‘fix’ works in Editor, soon as I package however it seems to revert back to previous artefacts - anyone have a clue as to why?

I’m fairly confident it’s to do with the Virtual texture pools, I’ve tried setting up some Fixed pools but when it comes to packaging up it still reverts to the issue.

Has anyone got any suggestions I could try? I even deleted out all the INI on a copy of the project ini;s encase somthing old was causing the issue, but I’m till getting the artefacts in packaged builds.

Bump - I’ve tried everything I can think of on this, it’s the one issue preventing me from going live with this version. All trials with 5.6 are great it’s soo much faster, smoother and better for pixelstreaming however, If I can’t resolve this issue it’s not going any where.

I can’t change the way this feature works, it has to use a Realtime virtual texture, but is there a way to stop it tiling / glitching?