Since the latest update, all imported textures on our island are displayed at a much lower resolution than it was imported in, even though the LOD bias is still set to 0. Multiple meshes using imported textures now appear much blurrier and less detailed because of this.
This forum post showcases the same issue:
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Assets
Steps to Reproduce
Import a texture into a uefn project. Any texture size should show a difference between the imported resolution and the displayed resolution, but it should probably be imported no lower than 1024 preferably
Open the texture through the content drawer and make sure the lod bias is set to 0
Observe the info panel at the top right and compare the “Imported” and “Displayed” resolution scale
Expected Result
Because the LOD bias is set to 0, both the “Imported” and “Displayed” resolution scales should be the same.
Observed Result
Even though the LOD bias is set to 0, the “Displayed” resolution scale appears much lower than the “Imported” resolution scale. Also if you look at the texture image it appears much blurrier. If you also apply the texture to a mesh, it appears blurrier than it should be.
This isn’t a bug. It is actually a feature or a form of optimization! Based on your texture quality settings the engine will automatically reduce the quality of textures. I’ll provide an example below of how the system works.
Example of Texture Optimization:
2048x2048 Texture
Epic = 2048x2048
High = 512x512
Medium = 256x256
Low = 64x64
I’d say the quality drops is way too intense. I believe it would benefit games by being like my example of how it should be below.
Example of Texture Optimization: (Done in a better way?)
2048x2048 Texture
Epic = 2048x2048
High = 1024x1024
Medium = 512x512
Low = 256x256