Hi guys,
I have an issue with textures which have virtual texture streaming enabled in their parameters.
I have utility widget tool which takes selected textures inside content browser and renders them into channels of new generated texture. For this I’m using “render material to render target”. And it worked fine, but I never thought to test with VT textures.
Recently I got feedback that textures with VT enabled seen as very low res. And I can confirm this now.
So maybe anyone know workaround/fix for this without switching VT streaming manually for each texture?
Inside blueprint I can only access “Get Virtual Texture Streaming” bool, so I can’t turn it on/off if I want to. But there is converter in RMB menu which is integrated into editor. So I can guess there is only chance to do it with C++?
This is how it looks with VT enabled:
And this is with VT disabled: