In the recent update it made it mandatory for all textures’ height and width to be a power of 2 (1024x1024 etc.)
So now I am forced to change hundreds of textures in multiple projects. Most of my textures are hud elements that are 1920x1080 designed to fit the screen and is not a power of 2. If I conform the texture in UEFN it just squishes it together so you can’t read it.
I exported them and cropped the edges to be 1024x1024 but when re-importing into uefn and using it in game, the quality is way worse than the original which I can no longer use without getting validation error when launching a session.
The player’s screen/hud is not a square so how would I put an image that takes up the whole screen as well?
Is there a way to fix the textures without quality loss in game?
I’m not sure if this will work for your image quality but I had a similar issue and I took my textures into chat gpt and simply asked it to resize it for me. You can create a simple prompt that says “Resize this image to be (enter what you want), and make sure image quality remains at least the same, if not better”. You can play around with the prompts a bit but something like that should help. It may take a few attempts to get a good image resize.
The new system requiring power of 2 makes sense with a 3D space, but 2D HUD elements… is it really necessary ?
Repost with voting, there should be a few, hopefully we can get some feedback on whether its feasible to give power of 2 exemptions to 2D HUD Elements…
Not sure if this applies to your situation. But if the textures are for Verse UI, you can try changing the “Padding and Resizing” option on the textures to “Stretch to the power of Two”. Also make sure “Never Stream” is unchecked. This will allow you to render the textures at the size you want in Verse, but in memory its power of 2 for faster loading from the GPU. This has helped us improve performance, especially on consoles.