Hi, In terms of textures to my knowledge it uses the regular Unreal Engine texture group settings, so if you are familiar with UE it should work the same here.
For UEFN the world texture group is set to allow for max 2k textures, and it will apply a LodBias to textures over 1k in size to scale those down.
So 512 remains 512, 1k remains 1k, but 2k receives a bias of 1 and therefore becomes 1k in displayed size, and 4k receives a bias of 2 and therefore also becomes 1k in size.
The box at the top right of the texture window displays what the import res was vs what is being shown as.
Changing the bias so that you end up with 2k textures should be possible I’d say.