Hi!
I just opened ue5 5.6 for the first time today and I am trying to follow a tutorial made by Tinkr Academy “How To Build MENUS AND UI In UE5 | Unreal Engine 5 Beginner Tutorial”
Link: https://www.youtube.com/watch?v=198AMGtdo-E&t=980s
At around 13 minutes in, they start to use the image function in the widget blueprint. I wanted to have a background image, so I imported my background asset and continued to follow the tutorial step by step, but one thing stood out. My asset was green (it’s not supposed to be) and when I pressed play it was still green. The tutorial is a few years old and I’m wondering if I’m missing something that I need to add in this newer ue5 version?
How my background looks like (it’s supposed to be blue and white):
Check if your Image widget has a green “Tint” property, or if any parent has a green “Content Color and Opacity” property.
Also open the image texture in content browser and check if it looks correct in preview. Also while in there, make sure the Texture Group is set to “UI” :
I tried to navigate to the image texture in the content browser, but I can’t find it. Could you please elaborate about where I should go in order to find the image texture?
Is this image a child of another component? If so does that components content color opacity have a green tint? Or if your using an overlay possibly another component has this color tint?
I don’t think it’s a child. As far as I know, I haven’t parented anything by actively clicking on parent somewhere. I also checked in the Hierarchy but it hasn’t accidentally been grouped or something either.
These things in red are the only things in the widget blueprint that I’ve used thus far (just like the tutorial I mentioned earlier), taking an image or button and assign my own asset to it:
I did the same formula for a button and that one isn’t green, it only happened with the image widget (in the details the image widget has no binding in the brush category).
I’ve tried to start over with my image asset in the widget blueprints (Just assigning the image asset to a new one) but the same thing happened. I’ve already checked the tint property and found nothing out of the ordinary.
I decided to take a screenshot of my image asset information (when hovering over it in the content browser).
Does it say anything here that might be the reason for the green color when using my image asset in the widget blueprint?
Fairly certain @Chatouille gave you the answer above. Your screenshot says your image is encoded as a normal map. Set the proper Texture Group and set compression to UserInterface2D (RGBA8). You might want to add some LODs or mipmaps as well. If this works, please give @Chatouille credit and mark their post as the solution.
The image was (for some reason) changed into a normal map when importing it into ue5 by ue5 itself as a default for that specific image.
After importing the image asset into ue5 there was a popup box that mentioned the normal map change (it disappeared pretty quickly so no wonder I didn’t notice it at first).
I clicked on a button inside the popup box, reversing the change and now everything works as intended.
Solutions are meant for the person who actually helped you. In this case, it was @Chatouille who gave you the correct answer above. They deserve the credit.
Hi! I’m sorry if I used the forum wrong in any way. I don’t think that @Chatouille gave the solution (at least not from how I understood and read the text, but I’m super new to ue5, English is not my first language and there is a chance that I could have understood the text wrong). As I said before, while importing my assets, they would automatically turn into normal maps and I only had one fast pop-up to revert it.
I thought that I found the solution myself, and to signal to the others here on the forum that I actually found the solution myself accidentally, I put my message as the solution. Simple as that.
“Set the proper Texture Group and set compression to UserInterface2D (RGBA8). You might want to add some LODs or mipmaps as well.”
As I’ve said before, I am new to ue5 and I’m not familiar with those terms that you are mentioning here (LODs and mipmaps). I also didn’t know where you could change the group from a normal map, neither that it was an option besides the pop-up.
As I said before, my first time opening the program when I asked it. I had no idea where everything was and how to properly use the program. All of the tabs confused me, hence why I didn’t know where everything was at first.
@AlienRenders, imagine that you’re opening the program for the first time. You don’t know how to do a thing and you get on the forum to solve the problem you have. Someone sends a little screenshot and name terms that you don’t know yet and don’t explain in what tab and where this screenshot comes from. Aaaand someone else answers quickly with another theory and you try to see if that logic is true cause it included terms that you’re familiar with from using other types of creative softwares. At one point you think that the green tint only applies to images and never buttons (the connection theories made here happened accidentally cause you flipped around so much in the program and unfortunately the program showed an outcome that got correlated to the wrong thing cause of batch importing) so you pull up the image details in the content browser to see if anything there can say why the image gets green tinted. Then oops, you accidentally solved the issue yourself by trying around so much.
Dragging down a newbie because they don’t understand the program, miss something inside a tab or generally do a simple mistake here on the forum is not the end of the world. Misunderstandings happens.
Thus far I feel like I’ve been pretty serious about solving the problems together with people who are more knowledgeable in the program than I am and to show respect to those who actually take their time to respond.
Trust me, I want to learn the program. I wouldn’t be here if I wasn’t interested in learning it. I always put credit where it’s needed. And again, I sincerely thank everybody for helping me understand the program. @Chatouille didn’t answer on my last question so I decided to wait them out to see if they were going to answer the last question I had for them before asking the new one. I just happened to solve the problem in my own way in the meantime. I wanted to ask @Chatouille about where in ue5 the screenshot was taken and simply forgot later to ask how to navigate there and to see if that answer with the screenshot they gave was the right one. I still don’t know if it’s right so no, I haven’t given the credit to @Chatouille.
It’s probably right, even if I myself don’t know how to navigate to that texturegroup tab cause you’re backing them up and you seem to be textually upset that I don’t give the credit to “the right person” here. So if you believe in this answer then I will gladly give @Chatouille the credit. I solved this problem in my own way and have moved passed it.
I’m not upset. I don’t care who you give credit to. The issue is that you’re refusing to learn about the texture settings and understand the response that @Chatouille gave you so that you can avoid these issues in the future. As it is now, you’ll be back here in days or weeks asking the same questions.
I’m more than happy to explain each setting and walk you through it. But I’m sure there are plenty of tutorials on youtube explaining it and the Unreal Engine docs are really good for this stuff lately. You should check them out.
I wish only the best for you and success with your project.
I’m not refusing anything. Writing in clarity is crucial for me in order to understand. Even if the placement of the settings tab might be obvious for some, for a newcomer like me it’s not always as easy to navigate. I kindly appreciate that you pointed out a more effective way of solving my problem (that @Chatouille already mentioned before) and highlighted it. I will probably find exactly where the settings are eventually the more I use the program or find it through the ue5 documentation.
Before contacting the forum I have usually already looked through some of the documentation that I think is the right section or tried to find it through a tutorial (finding out about the green tint was one thing I did not find). Finding this actual settings tab about the texture group should not be too hard to find documented somewhere. After all, normal maps and settings related to it are usually used quite a bit. I also wish you the best in the future.