Lately, a LOT of my textures keep getting corrupted MIPS where the high resolutions are a different size (64x64 instead of 4kx4k for example). And the other MIPS LOD are even smaller where most of the LOD’s are 1x1.
The only way I’ve seen to fix it is to switch to 8bit data for the texture group and then back. Need to reset the sRGB flag if necessary. Sometimes this doesn’t work and the Mip Gen Setting needs to be changed to something else.
Really annoying. Anyone else seeing this? Note that the textures were originally fine. They’re suddenly going blurry even after I manually fix them.
Here is an example from one of the the volcanic rock megascans bundles:
Note how it’s 64x64 when I’ve specifically selected Level 0 and should be 4kx4k.
See this thread - Textures stuck on low resolution in UE 5.4
The problem is caused by Oodle compression and is fixed in 5.5 but there are fixes in the thread you can try.
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Ah thanks! I did a search before posting my original comment but I couldn’t find anything. Blurry textures seems to be a common issue in general. lol
It says 5.5 has a fix, but is that production ready?
The other workarounds seem like a bit of a hassle and no better than what I was doing. Disabling Oodle seems like a weird workaround too.
I don’t think UE 5 is production ready at all. I use 4.25 and 4.27.
Good luck!
AlienRenders, not related to this post but one you had a while ago in regards to AI moving around an object you place in game. Was curious how you went around doing this if you are able to have a chat sometime. New to Unreal Engine and Blueprint, want my AI to path thru towers I place within a mesh but my attempts have the AI running into what I build and not moving sideways or diagonally. Maybe I need to use a blueprint tree.
Feel free to DM me anytime. If you let me know in a DM, we can chat on either Steam or Discord (I’d have to start Discord). I’m always on Steam though.
As for enemies going around, it was selecting the proper AI Controller (the default one worked best). And also pressing ‘P’ to see the navmesh and increasing the Agent Radius so that the enemies don’t touch the towers anymore. The Agent Radius setting is on the RecastNavMesh.
But there are lots of other issues that I’ve deal with that we could discuss as well. Enemies underneath, navmesh not updating immediately, completely blocking enemy from reaching the exit, etc.