Description

A licensee has reached out to us to inform us that the logic for preloading at times fails to account for adaptive virtual textures when the requested mip level is not in the shared AllocatedVirtualTextureLowMip. More info can be found in the related EPS ticket: [Link Removed]

Steps to Reproduce

Use the attached project, and open the VTPreloadTest map.
The landscape in the map is shaded using an RVT.
Validate that the RVT is using adaptive page tables.
The material used for shading disables all VT feedback, so by default the landscape will have very low res shading.
Enter PIE.
In PIE the RVT_Preload actor is requesting RVT preload on each tick.
When the preloading is working you should see that the landscape area there shows in a high resolution.
You can use "r.vt.borders 64" to visualize the mip that has been streamed for the location. (Should be cyan for mip 2 which is set on the blueprint actor).

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-305005 in the post.

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Fixed
ComponentUE - Rendering Architecture
Affects Versions5.6
Target Fix5.7
Fix Commit45635739
CreatedJul 15, 2025
ResolvedSep 9, 2025
UpdatedSep 11, 2025
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