Set Compression/Texture Settings from Blueprint not working

There are all the nodes, but nothing does anything. Screenshot from simple test project attached. It has a texture variable, which sets the texture parameter of a material istance. If I toogle from default compression to HDR, it sets the drop down menu in the texture to default or HDR, but actually does not compress the texture at all to the new setting. Same with texture brightness and basically all texture parameters. I have all the nodes in blueprints to manipulate the textures, but nothing does anything. Is there some well hidden tick or command that I have to use to get this working and manipulate my textures from blueprints during runtime?

I’m also having this issue in 4.26 and it’s driving me crazy. Changing textures’ Mip Gen, Compression, sRGB from blueprints show a change in the texture details, but not in the texture itself, nor anything rendering that texture. It doesn’t apply unless I manually apply it. I wish I knew if it is a bug or if I’m also just missing something.

I’m having the same issue in 4.27.2. It’s really like hitting a brick wall. I have so many textures I need to change settings on. Doing it manually will take forever. Please I hope someone knows how to fix this.

Just spent several hours in 4.27 debugging the issue and turn out it was texture settings not being applied after changing it from blueprint / python script.
Is there any workaround for that - a way to force texture update with new settings?

Upd. Tested in UE5.0 - bug still occurs, the presentation is below:

I’ve actually just managed to fix it in python script by using “set_editor_property” instead of setting compression_settings parameter:

            # DOESN'T WORK - https://forums.unrealengine.com/t/set-compression-texture-settings-from-blueprint-not-working/426562/3
            # tex.compression_settings = unreal.TextureCompressionSettings.TC_HDR
            tex.lod_group = unreal.TextureGroup.TEXTUREGROUP_16_BIT_DATA

            tex.set_editor_property('compression_settings', unreal.TextureCompressionSettings.TC_HDR)
            tex.set_editor_property('lod_group', unreal.TextureGroup.TEXTUREGROUP_16_BIT_DATA)

You can also do it with “Set editor property” node from blueprint.

If you don’t know how to make this “set” node with texture compressions settings - it’s a bit tomfoolery but it works:

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This works a charm, thank you! Same thing applies with Flip Green Channel.