# How can i use RVT runtime virtual texture in world composition

**URL:** <https://forums.unrealengine.com/t/how-can-i-use-rvt-runtime-virtual-texture-in-world-composition/462104>\
**Category:** Asset Creation\
**Tags:** unreal-engine, question, World-Composition\
**Created:** [March 5, 2020, 1:09am UTC](https://forums.unrealengine.com/t/how-can-i-use-rvt-runtime-virtual-texture-in-world-composition/462104 "2020-03-05T01:09:09Z")\
**Posts on this page:** 11\
**Page:** 1

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**Author:** ![HERO4K60](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@HERO4K60](https://forums.unrealengine.com/u/HERO4K60)\
**Post date:** [March 5, 2020, 1:09am UTC](https://forums.unrealengine.com/t/how-can-i-use-rvt-runtime-virtual-texture-in-world-composition/462104/1 "2020-03-05T01:09:09Z")

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How can i use RVT runtime virtual texture in world composition

thank in advice

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**Author:** ![Mighty\_Maax](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Mighty\_Maax](https://forums.unrealengine.com/u/Mighty_Maax)\
**Post date:** [May 18, 2020, 2:43pm UTC](https://forums.unrealengine.com/t/how-can-i-use-rvt-runtime-virtual-texture-in-world-composition/462104/2 "2020-05-18T14:43:03Z")

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My first try imply:

1. Create one master landscape material
2. Apply different instances of this material to each individual landcape
3. Create 1 RVT per world
4. Add 1 Runtime virtual texture volum (RVTV) to each level

Now it’s working… my problem now is that loading a level with a RVTV will induce a big spike in latency 40 to 60ms frame…resulting in a freeeze.

I’m going to try on 4.25 now.

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**Author:** ![AzoghMartins](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@AzoghMartins](https://forums.unrealengine.com/u/AzoghMartins)\
**Post date:** [August 2, 2020, 4:47pm UTC](https://forums.unrealengine.com/t/how-can-i-use-rvt-runtime-virtual-texture-in-world-composition/462104/3 "2020-08-02T16:47:41Z")

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Hey!

Did you manage to get this to work in 4.25? I can’t seem to get the Runtime Virtual Texture Sample Parameter to change between RVTs so at the moment I need to run an actual material on each tile of the landscape, rather than instances of one master material.

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**Author:** ![HERO4K60](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@HERO4K60](https://forums.unrealengine.com/u/HERO4K60)\
**Post date:** [August 2, 2020, 7:52pm UTC](https://forums.unrealengine.com/t/how-can-i-use-rvt-runtime-virtual-texture-in-world-composition/462104/4 "2020-08-02T19:52:36Z")

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it really works - just apply the RVT on the detail for every landscape proxy - (( I can’t seem to get the Runtime Virtual Texture Sample Parameter to change between RVTs)) – use only one RVT - u don’t need to change it - just apply the same rvt on the landscape proxys and on the material

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**Author:** ![AzoghMartins](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@AzoghMartins](https://forums.unrealengine.com/u/AzoghMartins)\
**Post date:** [August 2, 2020, 8:04pm UTC](https://forums.unrealengine.com/t/how-can-i-use-rvt-runtime-virtual-texture-in-world-composition/462104/5 "2020-08-02T20:04:53Z")

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So you are using only one RVT Volume as well to cover all of the tiles?

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**Author:** ![HERO4K60](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@HERO4K60](https://forums.unrealengine.com/u/HERO4K60)\
**Post date:** [August 2, 2020, 8:33pm UTC](https://forums.unrealengine.com/t/how-can-i-use-rvt-runtime-virtual-texture-in-world-composition/462104/6 "2020-08-02T20:33:48Z")

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for now yes — and i didn’t figure out -yet - how to use more than 1 RVT – if u managed to get more than one RVTv - u can tell me — because the method mentioned by Mighty\_Maax – didnt work for me ---- im now using 4.25

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**Author:** ![AzoghMartins](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@AzoghMartins](https://forums.unrealengine.com/u/AzoghMartins)\
**Post date:** [August 2, 2020, 8:49pm UTC](https://forums.unrealengine.com/t/how-can-i-use-rvt-runtime-virtual-texture-in-world-composition/462104/7 "2020-08-02T20:49:49Z")

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Ok! Yeah, I’ll keep digging around for this. It would be ideal to be able to use a RVT Sample Parameter and swap RVTs for every tile. Feels like the size of the RVT is going to be astronimical to keep any resolution on vast landscapes.

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<div class="post-metadata">

**Author:** ![HERO4K60](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@HERO4K60](https://forums.unrealengine.com/u/HERO4K60)\
**Post date:** [August 2, 2020, 8:53pm UTC](https://forums.unrealengine.com/t/how-can-i-use-rvt-runtime-virtual-texture-in-world-composition/462104/8 "2020-08-02T20:53:48Z")

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yeah - i guess there is a way but we didnt figure it out yet - if i make it work – ill post reply here

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**Author:** ![Shadowmaster360](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Shadowmaster360](https://forums.unrealengine.com/u/Shadowmaster360)\
**Post date:** [July 14, 2021, 2:54am UTC](https://forums.unrealengine.com/t/how-can-i-use-rvt-runtime-virtual-texture-in-world-composition/462104/9 "2021-07-14T02:54:36Z")

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Set the runtime texture volume in the persistent level, set the base landscape that all landscape proxies are connected to as the landscape for the volume then click set bounds. When landscape proxies are loaded in/loaded out it should adjust the runtime texture volume bounds without the lag when loading them in. Its working for me so far anyway.

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**Author:** ![HellFireHE](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@HellFireHE](https://forums.unrealengine.com/u/HellFireHE)\
**Post date:** [March 13, 2025, 12:54pm UTC](https://forums.unrealengine.com/t/how-can-i-use-rvt-runtime-virtual-texture-in-world-composition/462104/10 "2025-03-13T12:54:35Z")

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> [@AzoghMartins](#):
>
> I can’t seem to get the Runtime Virtual Texture Sample Parameter to change between RVTs

UE 5.5 and looks like problem is still there.

On C++ side I can set a parameter:  
DynMat-\>SetRuntimeVirtualTextureParameterValue(“RVTRead”, RVT);

But looks like it is ignored in material itself.

Runtime Virtual Texture Sample Parameter needs to set Virtual Texture property (let’s say it could be default value), but only that value is used.  
Value set in SetRuntimeVirtualTextureParameterValue seems to be ignored.

I looked into code and setting parameter side seems ok.  
Also DynMat-\>RuntimeVirtualTextureParameterValues[0].ParameterValue.GetName() shows that parameter was set correctly.  
I guess there is something wrong on material getter side.  
I noticed that this parameter is not listed on material parameter list (like other parameters).

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/f/3/e/f3e1a76024f4283ed0f86746bc0340f8c4d35467.png)

But when I create instance of that material - RVTRead is listed there:

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/0/6/3/0632884bca3c4be26ddb4e65bb21a159718d7ae2.png)

Seems to be bug in material compiler that ignores that parameter

I would like to implement code that dynamically creates RVT and use it in material - but it seems impossible because of that bug.  
For statically created RVT it can be workarounded by compiling separate material for each RVT, but for dynamic RVT I have no idea.

#bug

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<div class="post-metadata">

**Author:** ![HellFireHE](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@HellFireHE](https://forums.unrealengine.com/u/HellFireHE)\
**Post date:** [March 13, 2025, 4:08pm UTC](https://forums.unrealengine.com/t/how-can-i-use-rvt-runtime-virtual-texture-in-world-composition/462104/11 "2025-03-13T16:08:09Z")

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Ok, I found working workaround.

1. Create Material that use Runtime Virtual Texture Sample Param
2. Create blueprint Material\_Instance for this material
3. Instead using Material - use Material\_Instance as interface source

/Game/land/RVTHeightReader\_Inst points to blueprint material instance in game assets

```auto
	UMaterialInterface* Material = LoadObject<UMaterialInterface>(nullptr, TEXT("/Game/land/RVTHeightReader_Inst"));

UMaterialInstanceDynamic* DynMat = UMaterialInstanceDynamic::Create(Material, nullptr);

```

1. right now setting RVT works:

```auto
	DynMat->SetRuntimeVirtualTextureParameterValue("RVTRead", RVT);

```
