As it said in the tile, I did all the settings to create some RVT (just to try and learn it so never mind of the very bad textures) but it renders all black. The weird is the colours was good just before but I had some weird lines on the mesh (it’s the rock asset from the StarterContent). I have clicked on “copy rotation” and “copy bounds” on the 2 RVT that I created and the ugly line disappeared. You can see the changing here : Screen capture - 948bf8b68b50c457fb122a80c4eba55b - Gyazo
Ok, problem solved : The reason was the RVT Volume, as I suspected. The “copy bounds” thing has set the Z height on 0 so it could not see any texture. I have just upscale it a bit. But now, I come back with the weird color lines, just before. And I don’t know where it come : Screen capture - fed7ae60b3f2ec02ec39e1e2de27484f - Gyazo
Ok, problem solved also : The reason was the saturation. Did not understand why exactly but as far I got it, the alpha must not exceed 1. Though, it did. I added another saturate node juste before the alpha pin of the BlendMaterialAttributes. Now it works : Screen capture - 177e6fdeb8cbc4a100a567a92ed4ba37 - Gyazo
Yep, this work. For those of you that are new like me…in the World Outliner, top right (by default), search for RuntimeVirtual TextureVRuntime…(the volume box), and under the Virtual Texture section, select your virtual texture. Solved.
some landscape components rendered black and some other not…in the same landscape with a proper bounding volume.
i found the setting on the landscape component: “draw in virtual textures” enabled on the ones that rendered black. turning it off sets the value to the setting on the main landscape actor (it is enabled there as well)…seems this double enablement actually turned the feature off
i didnt enable RVTs in my shaders for over a year since i couldnt figure out why it rendered black..embarassing