Custom textures always blurry

When importing a model in from Blender in FBX format, I noticed that the texture was blurry. I then tried overriding it from the engine side by creating another texture in the editor and linking it in the material, but it still came out blurry, even in the texture preview.

At the moment, all I have loaded is the default starting level for the first person game template, and a chair model. I’ve seen stream pooling mentioned countless times, but it’s always at 99% regardless of where I set the threshold or whether it’s a fresh start up. I’ve tried telling it not to stream the texture, changing the render method for the texture, and baking the texture at the full dimensions of the texture file. Nothing works, it’s always blurry.

The model has already been UV mapped, which I can tell from the texture alignments being rendered correctly, it’s just blurry. It seems to only affect things I’ve created myself. If I load an asset from the marketplace, that renders just fine. It only has a problem with anything I’ve created myself, which is pretty demotivating.

Specifications, if it helps:

  • UE 5.3.2-29314046+++UE5+Release-5.3
  • Win 11 64-bit
  • i7-12700K
  • 32 GB DDR5-5600
  • SN850X 4 TB M.2-2280
  • GeForce RTX 3060 Ti 8 GB

A pic would help :wink:

( Of course, we all know what a blurry texture looks like, but maybe you’re experiencing something that we can tell from the picture, that you’re not aware of… Full editor screen is best ).

I wonder if you could upload a simple FBX and texture here? ( or PM me ).

Are you getting any errors?

There was a leftover texture coordinate in the material from a previous version where I was scaling the texture instead of creating a UV map. When I reimported the model it wasn’t removing the stray texture coordinate on the engine’s side that was removed in those previous iterations of the model file.

I manually deleted the texture coordinate in the engine and confirmed it worked. I then removed the asset entirely and imported it again fresh and the errant texture coordinate was no longer being built.

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