As of UE 5.4, some of my textures are stuck on being displayed at 64x64 resolution, even though Max texture size is not set to 64. I can fix this if I mess around with the max texture size parameters or by deleting the DDC. Obviously these solutions aren’t ideal since it’s often difficult to tell if a texture is being displayed at the full resolution or not, for example for AO/Roughness/Metallic textures. Deleting DDC fixes it temporarily, by the issue starts happening again later as I load more assets into the viewport.
Here’s an example of a texture imported as 4k, but being displayed at 64x64 even though max texture size is 0:
There’s a lot of people ( including me ) complaining about this.
Setting the texture to ‘sharpen0’ fixes it, although not the solution.
I read something the other about which indicated that the Oodle texture plugin was possibly causing issues, but can’t find that post now. You might see if disabling that fixes it?
I don’t really know much about it, I think it’s a better compression algorithm, possibly also faster. So things should work as normal, but may take more VRAM.
First symptom is seeing very fuzzy textures in the environment, only affecting particular assets. On hunting down the textures and materials those assets are using, you’re confronted with this
The only pattern I’ve noticed is that it will affect all the textures for a given material. So albedo, normal and anything else for a particular material. Also it’s most likely to be materials you haven’t seen for a while, maybe a level you haven’t worked on recently…
Looking at the normal for this same material gives the same thing
This has something to do with texture compression. All textures have a zero cache ID. If you forcefully generate this ID, it will solve the problem. But how can this be applied to the entire project if it has several thousand textures, I don’t know?
Before
Here’s a log of the issue, the low res texture is TA_RockAssembly_08_BaseColor, but there isn’t too much in the log about this asset AH_Ch2_Act1.log (306.4 KB)
A little more on this. I don’t know if you’ve seen this thread
For some reason in this version of the engine, there is a constant hitch during play, about .5 seconds. The @zeaf solution does seem to help this, and involves the loader. Here’s what that hitch looks like in insights
Curiously, turning off streaming does also fix the hitch.
I haven’t had the problem with miniature textures for a while though, so unable to see what effect these have on that, but this all seems related… I’m not sure how useful this info is
Hi. I migrated project from 5.2 to 5.4 and this “64x64 thing” happened to most of my textures too. It seems I´m able to fix this by disabling “Use Fast MipGen Filter”. Not sure if this is proper fix, but at least it works
For those who are still having issues with this. This is in my opinion, the easiest solution there is. It definitely has to do with the Oodle ID for each texture.
To fix all textures in a batch process, select them, right click → Asset Actions → Edit Selection in Property Matrix
Then after that, go to the section Compression → Compression Cache ID and give any of the fields a random value. This will force all textures to regenerate a cache value and fix them.