Low-Resolution Preview Images in Variant Manager – How to Fix It?

Hey,

I have a question regarding the Variant Manager and the preview images for different sets. I have created a car configurator where different equipment options can be added using the Variant Manager. When I assign an image to a set in the Variant Manager, the image appears in very poor resolution in the UI. I haven’t found any information on this topic online.

Do someone have any idea what might be causing the low resolution of the images and have
any suggestions for a solution?

Best regards,
Sebastian


You probably (well yourr GUI) loads plenty of textures into preview material, which uses most of VRAM. So unreal starts to lower mip-maps.

So:

  • optimize umg textures for perviews. Make master material for preview that only uses one texture.
  • make all gui frames from SDF )signed distance fields) there is great example for it in UMG interface materials sample.
  • in preview textures lower bits per channel to 8 only. Use texture sizes in power of 2 ie. 1024x1024, 2048x1024 etc
  • you can also try render target from scene, and use that instead of separate textures
  • use only soft pointers, to textures, do not store multiple pointers to textures in array, as they will all be loaded
  • instead of pointers and array of references, use Data Asset that has soft pointer to textures, and store DataAssets references in array. Or data table with soft references
  • if you have multiple preview widgets (like for each model separate widget), make widgets only for visible preview pictures, then dynamically change texture for preview (instanced material >> dynamic instanced material >> make brush from material (for image in widget).

TL/DR:
anything that has REFERENCE to material (with texture) keeps that texture always loaded. So use soft references instead.

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