Import File as Texture 2d ignores Texture settings? Always stays blurry.

Hello there,

thanks to an awesome video tutorial by @EliasWick i tried to import or download pixelart images at runtime, either via the “Download Image” node (does not work for local files in UE 5.4, only for online images) or via the “Import File as Texture 2D” Node. The important part here is Pixel Art, as in, the images have to have no blur, every pixel needs to stay clear and sharp.
Now, since the Download Image node is broken in UE 5.4 and cannot load images from the local PC anymore (always fails), i am stuck with the Import File node, and for importing, that one works flawless. BUT the problem is, that the “Import File” node somehow seem to have another issue, because the texture it delivers ignores ALL texture settings for f.e. changing the Texture group, or the Filter etc. So whatever image i import, it always becomes a blurry mess, because i cannot change its texture group and filter settings.
Is that a bug, or do i miss a crucial step? Is something else going on? :confused:

My test scene contains an actor with 2 cubes, each got a material instance from the same material, each load the same image from my PC, both got the same settings, one stays a blurry mess :frowning: Oh, this is a UE 5.2 scene, there the download node still works for local files. But the result is the same for UE 4.27, UE 5.2 and UE 5.4 in all versions the “Import File” texture ignores all the settings.

Result:

Actor:

Construction Script:

Event Graph:

The video tutorial:

Whelp, i found a workaround, not a nice one, but at least it works. RenderTargets can have pretty much everything edited, including Texture Group and Filter Settings, so the trick is to use the imported texture in the Material, then use this material to draw onto a RenderTarget, Edit the settings of this RenderTarget like changing the Texture Group and Filter, then use this edited RenderTarget as new texture input for the Material.
So you have to set the RuntimeTexture twice, first with the blurry one, then again with the not blurry RenderTarget.