How to work with 7 RVT limit in open world games

We use RVTs in combination with Landscapes to help reduce the runtime gpu cost of landscapes with more than one layer. There’s a 7 RVT limit, which we’re not wanting to increase due to the noted perf cost associated with that. 7 RVTs for the entire open world is pretty limiting, but if we could control which 7 are active, switching to HLODs for the inactive ones would meet our goals. What we are wanting is a way to control with RVT volumes are active/loaded. RVT volumes do not appear to allow spatial loading directly (the option is grayed out on those actors). I’ve had some success with putting the landscape and its RVT volume in a Level Instance, and only loading which LIs you want. I haven’t had the chance to fully test this method, but I’m interested in hearing what Epic suggests to do to handle this.

Steps to Reproduce
Repro is as straight forward as making an open world with more than 7 RVT volumes in it. You will hit the 7 limit.

Hi Austin,

The 7 RVT restriction has been lifted in the UE5 Main branch and UE5.6 will ship like that if you are able to upgrade.

I think that loading through level instance or level streaming should be fine. Note that one restriction is that you can’t simultaneously load two volumes that point at the same RVT asset.

Best regards,

Jeremy

The changelist was: 40429664

There are a couple of relevant follow up and bug fixes that I’m aware of: 40432542, 41691234.

Best regards,

Jeremy

Excellent to hear in 5.6 it’ll ship that way. Can we get a CL# for the main UE5 branch please?

Huge thank you! I’ll report this to our engineers and get on it.

Given our proximity to a major milestone, we won’t be able to take it right away, but we have tasks to investigate those CLs in a few weeks.