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Using non power of 2 image sizes for UMG widgets on mobile (iOS)

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  • replied
    Seems like you can use "Default" texture compression instead of inefficient UserInterface2D, however you need to disable PVRTC compression in iOS settings and enable ASTC compression there too.

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  • replied
    This is badly documented, however for UI you can make non-power of two textures work on iOS by setting texture's compression to UserInterface2D
    Last edited by Skylonxe; 11-28-2019, 12:18 PM.

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  • replied
    I also had such problems. I created a list of optimal sizes for a phone game.
    For Background (2220x1249)
    For button (262x270) (600x426)
    For inscriptions or long buttons (1234x416)
    I experimented for a long time and these sizes always work on all devices.

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  • replied
    Digging a bit deeper I see that I can create materials from my padded textures and set the UV coordinates to crop the padding, but this seems like a lot of extra work for what should be a simple thing. And elsewhere I see recommendations to not use materials for UMG widgets.

    It seems I can use TexturePacker to create a sprite sheet that Unreal Engine can interpret as a Paper 2D sprite sheet, and that I can set the image for my button widgets to point to the sprites in the sprite sheet. This is a reasonable workflow for me.
    Last edited by indiejames; 06-13-2019, 10:12 PM.

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  • Using non power of 2 image sizes for UMG widgets on mobile (iOS)

    Is it possible to use non power of 2 sized images with UMG widgets on mobile devices (specifically iOS)? I have read conflicting things, but mostly what I have read is that for UMG widgets textures/images don't have to be power of 2 sized. But when I tried to use irregular sized images for my widgets I get filler textures that seem to indicate they need to be power of 2 sized when deploying to my iPhone 6 (as shown here):

    Click image for larger version

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    I'm hoping there is some setting that can fix this, but if they must be power of 2 sized, how can I set texture coordinates when creating a brush from the texture in a blueprint? If I have an image padded to a power of 2 for height/width, I only want the original image to show up in my UMG widget, not the padding. But there doesn't seem to be any way to do this with the MakeBrushFromTexture node.