Changing r.MipMapLODBias does nothing when texture samplers are set to Shared:Wrap. No idea if this is intended behavior or not.
- Create a material that uses a texture.
- Assign the material to a mesh.
- Change r.MipMapLODBias to 5, things should get blurry everywhere.
- Edit the material to use a shared:wrap texture sampler. The material texture is now sharp again which doesn’t make sense.
Thank you for submitting a bug report. I have reproduced this issue and logged a report for it here Unreal Engine Issues and Bug Tracker (UE-48341) . You can track the report’s status as the issue is reviewed by our development staff. Please be aware that this issue may not be prioritized or fixed soon.
This is affecting us as well. Any chances to see it coming out of backlog? LOD Bias not affecting textures is really a big deal I’m not sure why it’s backlogged.
Currently our resources are dedicated elsewhere and UE-48341 is not a priority item for us to work on. We don’t have a timeframe for when this may be addressed. Please keep in mind that with source code access, a programmer on your project can implement your own solution, and you are welcome to share that result with Epic for possible integration.