Unreal Engine 4.21 Preview

Looks like Virtual Texturing is handled through the normal texture system, and is controlled by a cvar (defaults to being on). So I guess you can load the huge textures directly in the normal way.



static TAutoConsoleVariable<int32> CVarVirtualTextureEnabled(
    TEXT("r.VirtualTexture"),
    1,
    TEXT("If set to 1, textures will use virtual memory so they can be partially resident."),
    ECVF_RenderThreadSafe);