Texture2D Array & Looping Hallway

Hello, I am struggling to create a looping hallway of a large number of same-size (~10,000) paintings down a hallway which loops.

I figured the best way was to use a texture2d array to cycle through the paintings each time the player looped in to the next hallway, however I am not finding a lot of documentation on accessing this texture2d array either through blueprints or c++.

If there is a better way of doing this, or if you have any help it would be much appreciated.


Do you actually have 10k textures, or just 10k paintings, which are really repeating a much smaller number of textures?

10k different 1024x1024 textures. I can do it with world partition and generating the whole map at once, but that eliminates pixel-streaming, which I’m trying to use. I am thinking of using render targets as a solution.

What about just streaming volumes and normal materials. I don’t know for sure, but I’m sure the unused materials get streamed out.

I’m assuming you have the textures ( or references to them ) in a data table?