Runtime Virtual Texture repeating squares/black square bug (UE 5.4)

Hello, having a bit of trouble with my RVT in a few levels, the tiles repeat the wrong texture over the top of an existing one and sometimes it produces a black, textureless void of squares all over the map. This is a recurring issue and sometimes I don’t have it, but lately it’s been showing up a lot. I’m using the Brushify landscape master material and Runtime Virtual Texture Volumes.

I’m using Unreal Engine version 5.4

Looks like this:
UnrealEditor_N8IiF0DWXb

and sometimes this:

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I have the exact same thing happening in 5.5. Any updates on solving this issue?

Here’s a couple of examples from my project. The odd thing is that it will usually happen in the same areas, but not always. Sometimes it doesn’t happen at all. Usually the more you move around the map, the more likely they are to appear.


I’m running 5.5.3 and have the exact same issue. Upon first loading the level with the RVT there is no issue but the problem can be recreated 100% of the time when I open any other level then return to this particular level with the RVT again in a packaged build. The tiles appear to be loading in a random texture instead of the correct one.

The bug doesn’t happen in editor and I’ve setup the streaming pools using the copied transient values so I’m at a total loss here on what to do other than just remove the RVT entirely.

Hi, So I did eventually find a solution tho I’m not convinced it is the most ideal, but it does stop the black squares from appearing.

Turning off “Texture Compression” on the Runtime Virtual Texture asset fixed the issue in my project, both in the editor and in packaged builds. A picture is attached so you can see the setting I’m talking about.

That being said, I did not see any noticeable performance issues with texture compression disabled on the RVT asset so perhaps it is a usable fix.

Would still love more clarification on the subject if anyone has it.

Either way I hope this bit of information helps solve the issue!

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I have the same problem, unfortunately disabling texture compression doesn’t solve it :frowning:
I thought it was solved but the bug popped up again, as always… totally random behavior…
The RVT is an important part of our project and for the moment it’s not usable… :weary_face:

Sorry to hear you’re running into the same problem. It took me months to get to even this point with it. It’s possible I’ve changed other things that are helping mine work, but that was definitely the setting that either made it work on not work on mine.

Did you disable texture compression on both the Runtime Virtual Texture Height Volume and the Runtime Virtual Texture Material Volume? And are you building you streaming files in those volumes?

I’ve also customized the virtual texture streaming pool settings in my project settings which you can try. I’m attaching a picture so you can see.