UMG Widget Rendering Issue

Steps to reproduce:

  1. Download the image from the thread
    above titled:
    “whiteboardiconsslices_64.png”.
  2. Create a New Widget Blueprint.
  3. Add an image to the default canvas
    panel.
  4. Place the image
    “whiteboardiconslices” into the
    image slot of the appearance brush.
  5. Turn on size to content.
  6. Set the image size attribute (x,y)
    to anything other than the real
    dimensions of the image. For example
    x= 40, Y=32.
  7. Save widget blueprint.
  8. Add a new Blueprint Actor Class.
  9. Add a component of type “widget”.
  10. Set the widget Class to the
    previously created widget
    blueprint.
  11. Place the Actor blueprint into a
    map and view it.

Notice how if the image size is anything but its native resolution (which for the image above is 605x468) The texture is horribly rendered. This makes the image size attributes virtually useless and means that you have to import all textures at the resolution they will be displayed. This is far from practical when creating a large complex UMG interface, because you don’t know how big you might need that image. This is especially tricky if that image might change size due to changing content in a dynamic layout. The interface also changes size based on what device it is viewed on (PC, vs Mobile).

Here’s an example of how this graphic is being used. Notice the orange half circle texture in the upper right: