When you import a texture that is low resolution (such as pixel art) if you attempt to use it in a UMG image, the filter that you have applied to that texture is not inherited. This causes the images to appear blurry. However, converting the texture over to a material causes it to appear as crisp as it does in the texture preview.
Found in 4.10.1. Reproduced in 4.9.2 binary and Main CL 2811183
Attached a sample texture to use in reproducing the issue.
1. Open the Editor
2. Import the attached texture
3. Open the texture editor
4. Set the Filter to Nearest
5. Save the texture
6. Create a new widget blueprint
7. Drag an image onto the canvas panel
8. Set the Brush Image as the new texture that you just imported
Result: The texture appears blurry even though it was crisp in the texture editor
Expected: The image would inherit the texture's filter, and it would appear as it does in the texture editor.
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
What method is used to fill polygonal regions when drawing spline mesh at run time?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How can i modify the param name in EQS node
Lighting Turns Black in Play Mode
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
How to achieve HLSL Multiple Render Target in Material blueprints?
Head over to the existing Questions & Answers thread and let us know what's up.