How to create and use a streaming virtual texture UTexture2D in c++

I want to create UTexture2D object and sample it in my own shader, these are the things I want to do:

  • Create a UTexture2D with Virtual Streaming Enable.
  • Copy all mip level data into it.
  • Bind it to Shader Parameters.
  • Sample it in Vertex/Pixel Shader.

Is there any example code or instructions about it? And how to control the mip-levels streamed into GPU?