I need texture to be cpu available so i can extract pixel data from it really fast and store it in linear color array. In ue editor i went to texture to enable cpu availability, but when i enable it it is stuck at 4x4 resolution and dtx1 format instead of wanted 256x256. Every setting i tweak doesnt work. I tweak setting and press save, i dknt know if this is right way. I made this function for pixel reading in c++, used pointer to texture2d and data asset where i am storing. Than in blueprints i drag this function in editor utility widget, and hook variables that are references to texture2d and data asset i want into the c++ function blueprint. Everything works fine, it really gets first 16 colors. When i debuged, i figured that mipmap 0 is 4x4 as it tells me in editor, but i need my texture to be 256x256 as imported. Any help would be really appreciated.
If Mipis only 4×4, the texture is likely being compressed or downscaled during import. I’d check the texture’s compression, mip, and CPU access settings, then verify you’re reading the correct source data rather than the cooked platform data. Sharing your texture settings and code would help narrow it down.