I don’t believe specifying max LOD Size for TextureGroups works to limit cooked texture size.
In UE 5.5.4, I have some 4K textures that end up as 2MB files per texture. I’d set:
- max LOD Size
- max LOD Size VT
in LOD groups:
- World
- WorldNormal
- WorldSpecular
in multiple device-profiles
- Android_ASTC
- Android
- Oculus_Quest2
After cooking, I checked directly in Saved/Cooked/Android_ASTC/… and the cooked World LODGroup .uasset/.ubulk texture is still 2MB+ .
I then hard-set the maximum texture-size in the texture-viewer, recooked, and now the same texture .uasset is < 200K.
This is a bad state that increases work, when texture-sizes won’t auto-adjust based on which platform it’s being cooked for.
Coming from Unity this just works with no problems over there, and the Texture Asset view shows the final size (X,Y) in-editor instead of spelunking through the cooked files to be sure.