Writing to an RVT Programatically for Persistent Tire Tracks

I’m trying to draw persistent tire tracks and skid marks on the landscape and the idea is to draw them onto an RVT and sample that in my landscape material. However, I don’t want to spawn in invisible actors that draw to RVT, like this tutorial, because that would mean thousands of proxies have to stick around! Unchecking “Clear before render” results in unexpected tiling issues and a two-RVT solution, suggested in this tutorial, is not supported with SM6. Is there any other way to go about this?

Another option is using Runtime Targets, which have an excellent set of APIs for persistently drawing to them in C++, but they lack RVT’s management and steaming system. I doubt it could easily extend to a landscape.

RVT compared to RT’s needs to rewrite the whole texture per change, it’s not additive so the performance might not be great.

I’ve watched this video recently. He does not discuss the “Clear before render” option on RVT assets that can be disabled, but as I pointed out on my original post, that causes tiling issues.

Maybe it’s not tiling issues exactly. if you check the documentation on the c++ side you get the note regarding the clear boolean

So I’m guessing it uses an internal tile process for paging. So if you write without clearing then you may not be able to specify which part of the pagefile is overwritten.

I’d have to look into the source code to check the exact logic, but pagefiles basically work like ram disks that have set offsets of memory.

Maybe there is a way in c++ to fix this. Perhaps if bContinuousUpdate is set to true then if will recycle the old pagefile segments.