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.

Thanks

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?