How can i use RVT runtime virtual texture in world composition

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

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

UMaterialInstanceDynamic* DynMat = UMaterialInstanceDynamic::Create(Material, nullptr);
  1. right now setting RVT works:
	DynMat->SetRuntimeVirtualTextureParameterValue("RVTRead", RVT);