Epic, this needs solving immediately.
The system that was created for runtime virtual textures and virtual heightfields needs some serious work. I know the Virtual heightfield is experimental. Tessellation is being deprecated so what are we to do but use the heightfield.
You can successfully generate a virtual heightfield using the landscape material and a runtime virtual texture if you output the World Position blue (Z) value + the materials displacement (ie World Displacement). But because that world position z value was included the World Height value can no longer be used for World Position Offset or World Displacement in a material for a static mesh. If you do the opposite and output the displacment only via the World Height (RVT) the Virtual Heightfield does not sit at the correct height but your static mesh can now use that displacement.
To have the landscapes visibility mask shown on the virtual heightfield I had to output the landscape visibility via the “Mask” pin and change the RVT to the Mask output option which does not use RGB color (Not a big problem).
The opacity pin is included in the output node for some reason but the RVT can’t carry it.
Runtime Virtual Textures have terrible flickering/blurry problems.
The landscape and virtual heightfield are displayed together with terrible mixing of the polygons.
I am tearing my hair out trying to work out how I can have displacement on the landscape and on static meshes while using the RVT system.
It seems there is nothing but silence from Epic.
What is going on, Epic?