I have a low-poly UV mapping, with only 3 colors (pixels of the material texture used):
When I import it with fbx to unreal, and setup a simple shader like this:
my mesh has different colors than in blender, basically they are right colors(those 4 pixels), but tinted with surrounded pixels - pink ones.
Here’s how it looks in blender:
And here’s UE:
I have set the LOD setting of the texture to No Mipmaps, but probably there is some other kind of bluring present. Does anybody know the settings for such low-resolution textures?