I was playing with the idea of dynamic deforming terrain, using the new Virtual Texture Streaming feature. One would think that youd be able to pass through the height data from mesh to terrain using the normal’s blue channel, and recalculating the blue for the normal, then passing the height from the sample to displace world Z, but this is not the case, I receive an error, “ue4 sampling a virtual texture is currently only supported in pixel shader” why is this? is there any way around this? any alternatives?
Nothing yet. It’s not programmed to take tessellation into account at all (also it used to crash the engine, so it wasn’t the easiest thing to test)
If you search within the feedback section you’ll see some others (including me) complaining about the same.