Render target "Auto Generate Mips" doesn't work


The option under the render target 2D settings to auto generate mips never seems to have worked for me in any engine version.
Is this something that’s forgotten and simply hasn’t been implemented yet? or am I missing something?


It would be nice to have this feature working.


Hi TK-Master,

Thank you for submitting a bug report. I have reproduced this issue and logged a report for it here: Unreal Engine Issues and Bug Tracker (UE-39655)

You can track the report’s status as the issue is reviewed by our development staff. Please be aware that this issue may not be prioritized or fixed soon.


This issue definitely still persists in UE 4.19. This is, perhaps, the fastest way to reproduce this error:

  1. Create a “Strategy Game” from the game sample and open it
  2. Open the “MiniMapView” render target in the content browser and check “Auto Generate Mip”
  3. Run the game and shrink the editor window

Result: The minimap fades to black as you shrink the editor window!

Are there any news on whether this is likely going to be fixed in 4.20, or is this issue not a priority for the foreseeable future?

Hello, how is it going with this issue? It is set that it will be resolved for 4.22, but is there a chance that it would not make it in that release?

Issue still affects all engine versions up to 4.21

I need to admit that this is really needed feature for UMG usage in VR. UMG is rendering to the render target so without mips it become very noisy at the distance (not so far distance, even if it’s just a simple image). If to goes down to text rendering, it become completely unreadable especially on mobile HMDs.

Issue still there. It’s not fixed!

Still… :cry:

This is STILL broken in Unreal 5.0.3…

Any update on this?