# how to configure DXT compression options

**URL:** <https://forums.unrealengine.com/t/how-to-configure-dxt-compression-options/2086364>\
**Category:** Asset Creation\
**Tags:** Importing, unreal-engine\
**Created:** [October 24, 2024, 10:34pm UTC](https://forums.unrealengine.com/t/how-to-configure-dxt-compression-options/2086364 "2024-10-24T22:34:07Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![rocifier](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@rocifier](https://forums.unrealengine.com/u/rocifier)\
**Post date:** [October 24, 2024, 10:34pm UTC](https://forums.unrealengine.com/t/how-to-configure-dxt-compression-options/2086364/1 "2024-10-24T22:34:08Z")

</div>

I can’t import specifically designed .DDS files into unreal so I’m having to rely on unreal’s conversion abilities to convert uncompressed textures for my project. However, I can’t find a way to configure DXT compression parameters when selecting the DXT format.

For example, BC7 has a myriad of colour depths and bit distributions available, but unreal doesn’t seem to be exposing those options. Is there something that I’m missing as this seems like a standard thing to configure in a production-ready engine, especially when planning a channel packing workflow.

Thanks
