[SPOILER]Force the texture asset’s mip level to 0 in the editor, then recompile the material. However, any change to the material instance will revert it back to using the blurred version no matter what mip level you are viewing the texture at.
Every texture of the recompiled material would have to be forced this way. It’s very tedious, but only needs to be done when the material is finalized.
Most of my texture assets use a low-res mip map on compilation, instead of the 4K texture. I have to force mip level to 0 in the editor and keep the asset open in order for any materials to use the highest quality version of the asset on compile.
The following are in an empty project with a plane, a light source, and some textures I imported for testing. Virtual texturing on, of course.
Does the same on both my laptop and desktop.
Mips forced, texture asset kept open in editor
No forced mips
Zoomed in the left side of the texture asset.