In my testing, it seems like skinned/skeletal meshes simply cannot write to a Runtime Virtual Texture, no matter what. Is that a hard-coded limitation, or am I missing some setting which will enable it? I can get a material applied to a static mesh, even a movable static mesh, to draw to the RVT just fine, but skinned meshes render nothing to it at all.
EDIT:
The reason I ask is due to this passage in the documentation
Indeed, when I use a moving static mesh to write to the RVT, there are some artifacts where it’s clear that the projected shape is not being fully updated every frame (it smears across multiple frames slightly), and I expected there to be drawbacks and issues using “non-ideal actor candidates”.
But in testing, though Skeletal Meshes are also named “non-ideal”, which I would think puts them under “any actor can render to an RVT but animated primitives will have issues”, it seems like they’re just bypassed entirely. I’m wondering if that limitation is by design or if there’s some additional setup I can do to make skeletal meshes render to RVT anyway.