Hi everyone,
I’ve been going round in circles trying to lock down a reliable, standardized A-to-B pipeline for Runtime Virtual Textures (RVTs). Looking through the UDN and public forums, everyone seems to have highly unique setups or bespoke issues. Now that we are in 2026, I’m wondering if anyone has achieved a stable, high-quality RVT workflow for a single 16k terrain
The Current Workaround: The only viable solution I’ve found so far is to split the 16k terrain into 4k sections, utilizing separate landscape materials and separate RVT volumes for each quadrant which is as massive pain to setup and just seems wasteful.
The Roadblock: While this works for the landscape itself, it completely breaks down for our game’s procedural content. Because our spawned assets rely on height blending and reacting with the RVTs, using four distinct RVT volumes means we would have to duplicate the procedural content and their materials to point to each specific volume, swapping them dynamically based on the quadrant they spawn in. This is highly inefficient and unsustainable for our pipeline.
The Question: Has anyone successfully implemented a high-quality RVT setup across a massive 16k landscape that allows a single material setup for procedural content to blend seamlessly, without resorting to multi-volume duplication? Any insights into a cleaner pipeline would be hugely appreciated.
Also confused on all these settings
Thanks in advance!

