Android (ASTC) packaging fails after UE5.6.0 upgrade due to RequiresVirtualTexturing error

Hi!

After upgrading an existing Android project (targeted at Meta Quest 3) to UE5.6.0, the packaging fails with the following errors:

UATHelper: Packaging (Android (ASTC)): LogTexture: Error: Texture RequiresVirtualTexturing but VT is off (VirtualTexture0_1_HQ)
UATHelper: Packaging (Android (ASTC)): LogTexture: Error: Texture RequiresVirtualTexturing but VT is off (VirtualTexture0_1_LQ)
UATHelper: Packaging (Android (ASTC)): LogTexture: Error: Texture RequiresVirtualTexturing but VT is off (VirtualTexture0_2_HQ)
PackagingResults: Error: Texture RequiresVirtualTexturing but VT is off (VirtualTexture0_1_HQ)
PackagingResults: Error: Texture RequiresVirtualTexturing but VT is off (VirtualTexture0_1_LQ)
PackagingResults: Error: Texture RequiresVirtualTexturing but VT is off (VirtualTexture0_2_HQ)
UATHelper: Packaging (Android (ASTC)): LogTexture: Error: Texture RequiresVirtualTexturing but VT is off (VirtualTexture0_2_LQ)
PackagingResults: Error: Texture RequiresVirtualTexturing but VT is off (VirtualTexture0_2_LQ)

Packaging used to work fine on UE5.4.4, and I cannot enable Virtual Texture support because the frame-rate on Meta Quest 3 is very bad with it (30-40 FPS vs easy 72 FPS without Virtual Textures).

Has anyone seen this error before, and if so, how did you solve it?

How can I find/see which textures are causing the problem? I’m not aware of using any textures that would require Virtual Texture support, and the output log does not show any more specific errors that could indicate what textures are the problem.

Thanks!

Cheers,
Thijs

Hello there @Lerdek99!

That’s a very peculiar issue you are encountering. Since UE 5.6 has just released, it is still prone to unexpected behaviours. In order to fix this problem, try the following:

  1. From Content Browser, select your main folder (or if you have a dedicated folder for texture files, select that one)
  2. Right click and go for Asset Actions > Bulk Edit via Property Matrix
  3. From there, search for “Virtual Texture Streaming”
  4. Uncheck this for all selected textures, then save
  5. Now, go to Edit > Project Settings > Engine > Rendering > Virtual Textures and ensure “Enable Virtual Texture Support” is unchecked
  6. Finally, move to Edit > Project Settings > Editor > Texture Import > Virtual Textures and ensure “Automatically enable Virtual Texture Streaming on Texture Import” is unchecked, and that “Auto Virtual Texturing Size” is set to 0

Hi @brs-sebascova !

Thank you for your suggestion!

I did the mentioned steps, but the error persists, I suspect there is some other texture / class that is causing this (I have no idea which though).

In the meantime, I tried upgrading from UE-5.4.4 to UE-5.5.4, and the same error happens there, so it’s not introduced by UE-5.6 but in UE-5.5.

I managed to get it working in UE-5.6.0 with the following workaround (not ideal, but at least it builds and has reasonable performance on Quest 3):

  • Enable Enable virtual texture support
  • Enable Enable virtual texture support on Mobile
  • Disable Enable virtual texture lightmaps (this feature appears to be what tanks the performance on Quest3)

I’ll continue trying different settings, and will update here when I find new info.

Cheers,
Thijs