Tutorial: Getting Started with Texture Graph

Get started exploring the experimental texture graph editor. This tutorial introduces the basic layout and functionality of the texture graph editor

https://dev.epicgames.com/community/learning/tutorials/z0VJ/unreal-engine-getting-started-with-texture-graph

Hi @endofthehall and @the.end
Thanks for this guide. I’m trying to create an Editor Utility BP that will process a set of selected Texture Assets with a Texture Graph and I’m having difficulty figure out how to iterate the Output file name for each selected input Texture Asset.

It looks like the Set Settings Parameter Value node should(?) let me assign a different file name for each loop per Texture Asset, but any time I try to use this node, it fails due to an unrecognized Parameter Name value. Can you share information as to what should be entered into the “Parameter Name” field of the Set Settings Parameter Value node?

(… or other recommended approaches to changing output file name while iterating through an array of textures)

Thanks!

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Hm, so i figured it out. For anyone who wants to create batch tool for mass manipulation of larger set of textures and needs to set the file name and output directory, this method works for me:
In the Texture graph, set this settings node:


Name of the node is Important, as it is used to set the export settings in the BP

Then, in the Editor Utility Widget (the only BP i tried it on) I set the settings like this:

And it indeed export number of textures to the root of my project. Hope it helps.
(Edit: I am using UE 5.6)

Why does the CombineChannels node modify pixel values? I have a channel that is exclusively in the 26-30 range. But in the CombineChannels node, it is in the 162-165 range.

In the preview, SplitChannels shows the texture as linear. But in CombineChannels, it is shown as sRGB. The irony is that sRGB should make it darker, not brighter. Why is sRGB being displayed when I have it turned off? Is this even the cause of the change in pixel values.

This tool is kinda useless if it starts changing pixel values.

In SplitChannels (correct):

image

In CombineChannels (incorrect, should be 25-30, not 161):

image

edit: I found a workaround. If you add a Texture Setting node to the input of CombineChannels and set the Format to 8bpp RGBA, then it will toggle off sRGB and it works properly. Yet, just unchecking sRGB isn’t enough and setting it to 8bpp RGBA in the node itself doesn’t do anything.

I think there’s a bug here with sRGB.