I tried Sharpen0, but it’s horrible so blurry etc. Anyone has any ideas? @Flak can this be brought to attention please, breaking for many maps who have dynamic letters etc and images.
@Velocity_Zero That method disables the ability to use the “Padding and Resizing” options so while it probably fixes the No MipMaps. the error just changes to the texture not being a power of 2 since those options get reset back to none when Picked
Is there any way some tips can be posted for using mipmaps? currently when they are used they create textures that are very blurry and create a bad experience for players.
You make this big change and dont tell us until it drops. I just turned mips back on in our current map we are working on. The signs are blurry. Sometimes they focus when you get close, sometimes they dont. Epic please fix the REAL ISSUE and then us creators wont need to turn off mips in a texture. Signs dont come into focus as you get close to them. They look like they were designed as 64x64 textures and they they were blown up and look all pixelated. I have two almost identical signs in my current map. One came into focus after I walked up to it, turned and walked away and then came back to it. The one next to it didn’t. That is the real issue. All you are doing is putting the burden on creators instead of trying to solve the real issue.
Can you please provide a clarification from the right team whether the LeaveExistingMips + World Unstreamed combination will remain a valid option? I have a 2048x2048 texture that must not be streamed and its mip maps should be restricted to 1. This is critical for a custom clouds related texture as otherwise the result will become very blurry. In fact the original texture was either 4k or 8k, but was already down-sampled to 2k to fit within the UEFN requirements. Not everything is supposed to be streamed and automatically up / down scaled at runtime.
Similar situations will apply to SDF texture atlases meant for world textures. SDFs break when being mip mapped!