Changing texture parameters in Blueprint does not change texture rendering

Hi,

i need to Change the Max-Alpha of a Texture if the left mouse button is released.
To do this I enabled the Input for my HUD Blueprint and connected a “Left Mouse Button>Released” execution path to a “Set Max Alpha, 0” node. The target of the setter node is a variable containing my texture.

If i run everything the texture rendering doesnt change, but if i open the texture editor in the asset browser the “Max Alpha” value of the Texture actually changed to 0 but this value is not validated (The texture is still drawn as with the value before the change).

I have to undo the value change in the texture editor and set it back to 0 again(in the editor) to see the “Max Alpha” value validated and actually working.
If i succesfully change the value to 0 with a blueprint the 0 gets ignored and the value before the blueprint change is still getting used.

greetings,
Max

Hey R3DShadow -

After you set the new Max Alpha Value do you every redraw the Texture on your HUD? You should have to tell the engine to redraw the texture if you make changes to the values in the texture otherwise teh engine is still rendering the original texture settings.

Let me know if this doesn’t solve your issue.

Thank You -

Eric Ketchum

Hi,

after I stop debugging my Blueprint succesfully has changed the Parameters of the Texture. But the change of the Blueprint is getting ignored, some pictures:

After I stop debugging, the “Max Alpha” value is 0 (Only the alpha channel is enabled in the picture):

I manually reset the value back to 1, its still shown like before, like the Blueprint change got shown by the textfield but ignored by the engine.

(Extension of comment before)

When i now change the “Max Alpha” value back to 0 (like it was before) it shows its effect:

As said its like the engine does not validate the Texture parameter change by the Blueprint. (All pictures got taken while debugging was stopped)

Greetings and thank you for the help :slight_smile:

Hey R3DShadow -

Those changes that you are making in the Blueprint only occur at runtime and would not show up in Unreal’s Texture Editor. This is expected behavior, you can manual change the control in the Texture Editor to establish a default value for the Texture. Are you experiencing the same behavior when you draw the texture on your HUD?

Thank You

Eric Ketchum

Hi Eric,

I was wondering why the values changed after debugging. If it should not change then at least this question is answered. But the change should not show up afterwards in the Texture should it, because that does happen(even tho its getting ignored) ? So thats definitly wrong.

At runtime its also not working for me, the value of “Max Alpha 0” is correctly shown in the Textures Paramaters but its still using the value before the change.

The Texture gets drawn on the “HUD receive Draw” event, so its redrawn every frame. If I check the Texture asset at runtime its also showing a “Max Alpha” value of 0 in the Textfield but only in the Textfield the preview is drawing it with the value it had before my Blueprint change. At runtime.

When I stop debugging the Textures “Max Alpha” value is still 0 (set from my Blueprint at runtime) but does not affect its drawing.

Greetings.

I’m having the same problem. I’m changing a colour value and although the correct colour value is displayed using a print to screen node it doesn’t affect the onscreen HUD. I’m wondering if there is a way to force a redraw

Hey R3DShadow -

After much digging and researching, you are correct the change in the texture editor is definitely a bug. However I think to ultimately fix the problem with your use is to understand that the adjustments for a Texture are made at compression time. These adjustments can only happen at that time and will not change during runtime. The bug is the print string changing in the Texture Editor.

In order to get the Alpha fade effect you are looking for you will need to set up a Material and place it in your HUD Draw Change path. Take a look at how the Health Bar is drawn in the Content Examples HUD map.

Thank You

Eric Ketchum

Hi Eric,

that solves my question, for the sake of more control I wanted to use Materials but hadnt found a got source how to use Materials HUD wise.
At least I did rly find a bug.

Thank you for your help, I much appreciate it :slight_smile: