# Changing r.MipMapLODBias does nothing when texture samplers are set to Shared:Wrap

**URL:** <https://forums.unrealengine.com/t/changing-r-mipmaplodbias-does-nothing-when-texture-samplers-are-set-to-shared-wrap/401489>\
**Category:** Rendering\
**Tags:** mipmap, unreal-engine, question\
**Created:** [August 10, 2017, 10:50pm UTC](https://forums.unrealengine.com/t/changing-r-mipmaplodbias-does-nothing-when-texture-samplers-are-set-to-shared-wrap/401489 "2017-08-10T22:50:59Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![cyaoeu](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@cyaoeu](https://forums.unrealengine.com/u/cyaoeu)\
**Post date:** [August 10, 2017, 10:50pm UTC](https://forums.unrealengine.com/t/changing-r-mipmaplodbias-does-nothing-when-texture-samplers-are-set-to-shared-wrap/401489/1 "2017-08-10T22:50:59Z")

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Changing r.MipMapLODBias does nothing when texture samplers are set to Shared:Wrap. No idea if this is intended behavior or not.

1. Create a material that uses a texture.
2. Assign the material to a mesh.
3. Change r.MipMapLODBias to 5, things should get blurry everywhere.
4. Edit the material to use a shared:wrap texture sampler. The material texture is now sharp again which doesn’t make sense.

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**Author:** ![anonymous\_user\_2b03d27c](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_2b03d27c](https://forums.unrealengine.com/u/anonymous_user_2b03d27c)\
**Post date:** [August 11, 2017, 3:21pm UTC](https://forums.unrealengine.com/t/changing-r-mipmaplodbias-does-nothing-when-texture-samplers-are-set-to-shared-wrap/401489/2 "2017-08-11T15:21:37Z")

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Hey cyaoeu-

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)](https://issues.unrealengine.com/issue/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.

Cheers

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**Author:** ![Maximum-Dev](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Maximum-Dev](https://forums.unrealengine.com/u/Maximum-Dev)\
**Post date:** [August 29, 2017, 9:52pm UTC](https://forums.unrealengine.com/t/changing-r-mipmaplodbias-does-nothing-when-texture-samplers-are-set-to-shared-wrap/401489/3 "2017-08-29T21:52:28Z")

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Hi,  
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.

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**Author:** ![anonymous\_user\_2b03d27c](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_2b03d27c](https://forums.unrealengine.com/u/anonymous_user_2b03d27c)\
**Post date:** [August 30, 2017, 3:48pm UTC](https://forums.unrealengine.com/t/changing-r-mipmaplodbias-does-nothing-when-texture-samplers-are-set-to-shared-wrap/401489/4 "2017-08-30T15:48:31Z")

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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.
