Hello, i’ve made a big world using world partition. everything went fine, until recently, where i got lot of textures showing lower mip maps instead normal mips (max res). when i open the texture in the editor it shows for example 64x64 instead of the required 1024². i don’t think i have abused texture speaking (or the meshes) at this point. that would have required the engine for a massive downscaling.
I have lot of meshes and materials. but not more than a GTA like game i’d say. which i think unreal is able to handle. i remember a dev once in the older tuts talking of 1000 materials reasonable in unreal. i’m far from that. so i diggued a bit the documentation about it, but couldn’t find anything useful. i increased the poolsize to 16000 of course, which i think would be enough, but still got the issue.
of course if i set to noMipMaps in the texture option the problem will disappear, but this is certainly not what i want. you can’t have have a game with all textures with full resolution loaded. any idea? i’m developping on 5.4
I’ve found that setting the textures affected to ‘sharpen0’ fixes it, but just about any change does.
It seems like this might be something to do with Oodle ( the compression plugin ).
If you’re using a compiled version of the engine, you can try getting a more recent version of Oodle texture from github.
Or, try turning off the Oodle texture plugin. I assume the engine falls back on built in mips then, would be good to check.
Thank you very much ClockworkOcean. i use the official engine. the one you get with the launcher. i might try what you said yes. but first i was trying the following. i thought that i may simply have too many levels/actors loaded at the same time. so what i’m doing right now is create data layers for my neighborhoods, and load only the ones i’m working on. but as i already have hundreds, maybe thousands of meshes, it may take a couple of days to complete
so i did the thing, but it didn’t work. the sharpen0 thing worked though. And mipMaps are still generated with that option. so it’s all good for me.
on a side note it’s interesting to notice that even if you set the option on noMipMaps, the engine will still generate mipMaps on some occasions like extreme close ups for example. so the engine seems programmed to favor downscaling to heavy bugs like texture disappearings, or even crashes. Which for me is a quite good news
i have my resolution, i have my mipMaps, i think i can say the issue is fixed