[PAID] Code to change/save Texture Filter and MIP parameters at runtime

I need a solution for modifying and applying Texture parameters such as MIP Gen, Texture Group, Filter, etc. to a Texture2D object at runtime. We are loading images in from local storage at runtime, but need to apply some specific settings before we apply the texture to the UI Image widget in our app.

The problem is not how to make the settings - that is very straightforward using SET MIP GEN SETTINGS, SET TEXTURE GROUP, etc. Nodes. ** THE PROBLEM ** is that the settings don’t modify the Texture as they should. When we set these parameters in the Texture editor/Asset Manager the changes apply, and the Textures look great in our UI. When we load them in at runtime, we don’t get any errors and the Texture2D is valid, but none of the settings have any affect.

This thread refers to the same problem we are having:
Change Texture Filter in BPS? - Programming & Scripting / Blueprint - Epic Developer Community Forums

We would prefer a pure Blueprints solution if possible. If the solution is to pass the Texture2D to a Material, do some other processing, and then use that in the UI Image Widget, that’s also fine. Whatever it takes to be able to change Texture2D settings at runtime and see them change dynamically.

If you think you can help, please let me know your rate, overview of solution path, timeline, etc.

Thanks!
Michael

Hey Michael,
I am happy to share my hands to solve your problem.
TextureSettings are used for cooking textures while packaging, and it is not common to modify texture2d after loading due to performance and platform dependence. So instead of looking to use texture setting in runtime, I would like to know your specific requirements.
Also, it is hard for me to find a reason for doing mip-gen or texture group, if we know all the textures are used for UI. Having material with the textures on UI widgets and doing some process is the way we may have to do it in UE.

Cheers,