We have both a PC and Android version of our game, and we want to scale the textures down from 4K to something like 1K or even 512 during building. I’m 99% sure this functionality existed in UE3, but hasn’t been brought across to UE4 yet (or if it is, it’s somewhere really obscure).
We’ve come across a number of Answerhub posts that have been answered, but they all advise changing the LOD bias of the texture in a new DeviceConfiguration.ini file. The problem is, that seems like a runtime only option. We actually need the ability to scale the physical size of the textures down to 1K instead of 4K, so that our deployable package isn’t over 3 GB in size (which is insane).
The only workaround I can find right now, is creating a duplicate of our project and force re-importing everything at a smaller resolution, which is of course mega-super-impractical[SUP]TM[/SUP]. Is there not a way to do this in the Content Browser or in the cooker?
Alongside this, I’ve also (as the artist) force mip-maps off for a lot of these textures for better visual quality (don’t worry, this is a very specific use-case), and I’m not sure that the scaling setting will therefore have any effect anyway.