(39) 's Extra Blueprint Nodes for You as a Plugin, No C++ Required!

Hey there , I just had a real quick question. I’m utilizing your BP plugin for a project of mine and I just have to say that it’s been a fantastic help so far. However, I have a small; whenever I use the “load texture” nodes to load an image from the local PC for use as an ingame texture, the texture has the default trilinear filtering. Even when using the available nodes in the editor to change the compression settings, filtering settings, etc. the texture remains trilinearly filtered. is an as I need the textures to be filtered to the nearest neighbor, but also loaded at runtime. Is there any solution or perhaps a fix so that I can use plugin in my project without having to sacrifice the nearest texture filtering method?