Announcement

Collapse
No announcement yet.

Applying Set LOD Bias during runtime in blueprints

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Applying Set LOD Bias during runtime in blueprints

    Hey, so I'm trying to set the LOD Bias for UI textures during runtime. I have found that texture files contain the LOD Bias variable that can be changed, and when you press Save, it can even be updated during runtime. Now I would like to do that in code/blueprints aswell, but just setting the LOD Bias variable in blueprints does not automatically save it. Is there a way to actually apply it in code / blueprints?

    I also checked some console commands, found:
    - r.MipMapLODBias, which only works for actors, or models in the world
    - r.UITextureLODBias, but did not do anything for me
    - r.forceLOD, which i believe did a similar thing to r.MipMapLODBias
    - r.Streaming.MipBias, did not do anything even with r.TextureStreaming enabled

    Also, I am working in version 4.24.

    Any help would be much appreciated.
    Last edited by Tenebralus; 07-04-2020, 08:28 PM.
Working...
X