Ok, so I’m a bit confused. Looking in the widget editor there are two locations to change the scale (besides the “render transform” which I don’t use). The graphic in my widget is an image inside a canvas panel. The “image size” in the brush is 605x468 which is the actual size of the texture. So this begs the questions:
Is the “slot” size X and size Y causing the issue then? Are you saying that these must be the same as image size? This seems ridiculous as you would essentially have to build your UI outside of Unreal and then cut it up and export the parts.
If so how would I then calculate what the actual size of the textures should be? It’s not 88x67px. Scaling the texture to that size results in a very pixelated image.
Is the fact that its not a power of two texture an issue?
I’d love to hear from Epic on the proper way to go about this. All my 3D widgets are very hard to read. Look at how blurry the text is in the second attachment I included is.
The fact that sprites are a 3D element that renders the textures perfectly sharp is what made me think it would be nice to do the same for UMG. I imagine sprites are rendering in a separate pass.
I’ll keep experimenting with this, but it feels anything but straightforward and intuitive. Even the 1:1 size fix isn’t a perfect solution as you’ve mentioned .
@jwatte - It has nothing to do with the texture resolution and filtering. Those images are using the exact same texture. See 's in depth explanation above.

