This is about my first experience working blueprints in Unreal and I’m just getting started with Unreal in general.
In order to efficiently handle mipmaps I understand texture dimensions should be a power of 2. But I have a bunch of pre-existing images that are various sizes. So I am thinking of pulling them all in and using the “pad to power of two” mode on each texture to allow me to then use “SimpleAverage” Mip Gen Settings to generate mipmaps. Then I need to figure out how to properly scale the result to fill the geometry (rectangular) with the original texture size. To do this I am creating a material blueprint like the one below of which I can create many instances to more easily scale each texture to its original size. I am wondering if there is a simpler way to do this or if this is advisable.
My main frustration/concern is in determining the texture’s original dimensions which I currently implemented by just adding two parameters where I’ll have to manually enter the original width and height.