Hi, you cannot read from and write to the same RVT, so you cannot update it based on its previous value. And likely you also did not setup your RVTs correctly (maybe you missed to specify the virtual texture asset in the sample and/or output?), otherwise it would give you an error stating that you cannot read from and write to an RVT at the same time.
Ok, then I think that should be possible to do from where you write to the RVT. So if you use e.g. a static mesh that writes to the RVT, then you could create a parameter inside the material of the static mesh and change that back to normal from blueprint (e.g. 1.0 for the parameter for full deformation and 0.0 for no deformation). Once the parameter is completely back to normal, you can destroy the blueprint actor and static mesh actor.