create_rvt_asset
Creates an RVT asset with specified material type, tile count, and tile size, then saves it. Returns asset path and dimensions for volume assignment.
Instructions
Create a URuntimeVirtualTexture asset at directory_path/asset_name with the given material type, tile count and tile size (both exponents, clamped silently), and save it; the save result is not checked. Returns asset_path, tile_count, tile_size and size in texels. Then use create_rvt_volume and assign_rvt_to_landscape.
Returns: { asset_path, material_type, tile_count, tile_size, size }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| tile_size | No | Exponent of the tile size: 2^(n+6) texels, clamped to 0..4 (default 2 = 256 texels). | |
| asset_name | Yes | Name of the new RVT asset (e.g. "RVT_Landscape"), without a folder. | |
| tile_count | No | Exponent of the size in tiles: 2^n tiles, clamped to 0..12 (default 8 = 256 tiles); a texel value such as 256 is clamped to 12. | |
| material_type | No | One of "BaseColor_Normal_Specular", "BaseColor_Normal_Roughness" or "WorldHeight", case-insensitive (default "BaseColor_Normal_Specular"); any other value, BaseColor_YCoCg included, is refused. | |
| directory_path | No | Content folder as a long package path (e.g. "/Game/VirtualTextures"), not a relative one (default /Game). | |
| continuous_update | No | When true, already mapped pages are re-rendered round-robin (bContinuousUpdate); default false. |