Quick question regarding textures in UMG. I’ve got a lot of various non-uniform non-power of two textures that I need to use. If I bring them in the engine warns me that they won’t compress or mip, which seems fine since those things are turned off for UI textures anyway.
What I’m curious about is if there may be other problems or complications from using weirdo texture sizes, or if I should just oversize the transparent space around the edges to bring the textures up to normal power of two type sizes (256x256, 512x512, etc). They seem to work fine on PC, but I’m worried about future problems that may come about porting to other platforms (console, not mobile).