In a situation, for example, of a high-detail minimap, a high-resolution image ends up being loaded all the time. Is it possible to use virtual texture to somehow reduce this memory usage? I’ve seen this post [Content removed] but it’s from years ago, so I’m not sure if something has changed and if there is a good strategy for that?
Hi [mention removed],
As far as I know, Unreal Engine 5.6 still does not support virtual textures within UI materials. If you try to create a User Interface Material and use a Virtual Texture as its main texture, you’ll encounter the following error in UE 5.6:
[Image Removed]
Currently, virtual texturing is supported only for surfaces and decals, not for UI rendering. A common workaround is to place a plane inside the level to display the minimap, use a secondary camera to render it into a Render Target, and then display that Render Target in your UI. This method allows you to benefit from virtual texturing memory savings, but requires an additional camera rendering pass.
Best regards,
Joan