UMG Texture doesn't show properly on iOS.

This is the screenshotof the game screen. The background isn’t rendering properly.

We’ve also noticed this in our other builds for iOS.

Textures appear like Black and White tiles.

Am I missing something?

Do I have to setup a whole different set of textures for iOS?

Hello Zellith,

I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you reproduce this issue in a clean project?
  2. If so, could you provide a detailed list of steps to reproduce this issue on our end?
  3. Could you provide screen shots of any blueprints/widgets/settings that may be involved in this issue?

Hello Rudy,

tried it on a clean empty blueprint project on UE4.12 with starter assets.

What I did:

  1. Create a New Empty Blueprints Project.
  2. Created a User Widget Blueprint.
  3. Made a simple Main Menu with just a Image(Background) and a button.
  4. Added an Empty C++ class(there was a problem with building it for iOS saying it already had everything in the installed engine so I had to add a Empty C++ class).\
  5. Added some nodes in the level blueprint that will simply create the widget once the level loads.
  6. Launched the project on iOS.

Let me know if you need anything else, really need to know why textures are not properly rendering on iOS.

I was unable to reproduce this issue on our end. I have additonal questions for you that will help narrow down things further.

Questions:

  1. What is the exact device that you are using when you get these results?
  2. What is the current OS that is being run on the device?
  3. Are you making any changes to the settings for the image?
  4. How are you settings up the anchors for the image?

I am using it on a

  1. iPhone 5
  2. iOS 7
  3. No I just import the image as a .jpeg file and tell it to fill the screen on the UMG Editor.
  4. The background is set to fill the device screen.

110609-anchors_q_1.png

While the button is set to align to the center-bottom and adjusted it a bit to the top.

110610-anchors_q_2.png

if it helps I am building this on our iMac Retina 27k, the OS is Maverick.

Hi,

I had the same problem in IOS and the solution was for me, resize textures. The size need be power of 2 (i.e. 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, or 2048) for example 1024x2048 or 512x256

Thank you for the additional information. However, after further testing I have been unable to reproduce this issue on our end. Could you provide the project that is having this issue so that I could take a closer look and test it on our end?

I checked our asset resolutions for this, we don’t have any textures that isn’t in the power of 2.

Hello Zellith,

Could you provide a zipped down version of your project so that I could take a closer look?

Hi again,

The error appear me another time with other texture, and I had to reimport the texture from the same mac that I did the build

I have this error too…

Hello Zellith,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will follow up.

Thanks,

Hello,

We’ve recently made a switch to a new bug reporting method using a more structured form. Please visit the link below for more details and report the issue using the new Bug Submission Form. Feel free to continue to use this thread for community discussion around the issue.

Thanks

Try… open the texture and under conpressionsettings select UserInterface2D (RGBA). Also change texture group to 2D Pixels