UMG changing Texture look on Play (No, not the SRGB thing)

Well, looks like the imagewidget is forcing some kind of tint whatever I do on my texture…

Here is the screenshot:

Here are the tests I did:

  • Switched the SRGB flag ON-OFF (No results).
  • Tried different file types (png, tga 32, tga 16).
  • Tried different texture settings (Default, UI Icon).
  • Assign Texture/Material directly trough the own imagewidget Interface.
  • Assign Material/Image trough a “BRUSH” Asset.
  • Assign Material Instance Dynamic (that’s what I’ll really need).
  • As you see, I’ve inserted the Texture also on a “standard” Material and applied on the Mesh it works without problems.
  • On the widget window it display without problems.
  • Looks like “ONLY” the UMG drawbuffer is being desaturated/whitetint.

How to correct this? Some engine.ini flag or bug? :frowning:

Thank You.

Widgets were in really “Disabled”.
Weird, the checkboxes doesn’t displayed this.

Anyway, I’m assuring now that ONConstruct everything get enabled.

19420-solved.jpg

Solved.

I’m confused by your statement about the checkboxes not showing it. Your canvases “Is Enabled” property is unchecked. Which causes it and all children to become disabled.

19547-disabled.png

This was on the beggining from my UMG Adventures lol.
I got confuse with thinking “Is Enabled” should be override by “SelfHitTestInvisible”, paying too much attention on Tooltips. LOL