.png corrupted colors in HTML5 build

Hi

I have just made a test HTML5 build of my game, and it this is what I saw:

The yellow logo insted of the blue one…

This is a simple .png with transaprency, the other GUI textures are just fine, all of them have been prepared together.

Hey ,

Is the image that you’ve used tinted in the UMG? Are you using UMG or a Draw Texture HUD element? Please provide as much information as possible, so that I can further assist you.

Thanks!

Hi

This is an UMG Image placed inside a Vertical Box that is placed in the Scale Box. I do not use tint or anything, and all the preview modes as well as Android and Windows builds are showing the right colors. The texture group is set to UI and NoMipmaps is selected. The texture is not a power of two. All other images are working fine, and I have no idea what’s going on. I did attach the image.

Hey ,

I have spoken with a developer on this specific matter, they’ve stated that either an option has been selected to cause the channels to switch, or it’s possibly that the channels are switching during the cooking and/or building process. Specifically the red/blue channel. Have you attempted to recreate this image as a different file type? Were there any options that might have been chosen by mistake? Is it possible that one of the steps you took on another image wasn’t placed on your logo?

Thank you!

Hi

The truth is that everything is possible, but nothing that I am aware off. All of the GUI images were created in Inkscape (together in a single file) than exported to the .png format. After that all of them were resized/cropped in GIMP and exported as .png again. All done together with the same settings. And it’s only HTML build that is displaying this single image with corrupted colors.
I will backup the faulty image and do some more testing. I will re-export the image from GIMP, and than I will try to reexport it from Photoshop. I wish I could recall some differences between the images but I simply can not remeber anything like that. This is a mystery for me.

Hey ,

If I hear anything else regarding this specific issue, I’ll make sure it’s given to you. Have you tried just simply creating the main logo by itself and re-saving it to see if it makes any difference in your project?

Looking forward to hearing back from you. :slight_smile:

Hi .

It is still a mystery to me… I did several things:

  • re-exported the .png from GIMP - no luck
  • changed the size to be the power of 2 (that was the only differenc I did spot fomr the other UI textures) - no luck
  • re-exported from Photoshop - still no luck
  • created a new file in Photoshop, copied the layer - still nothing
  • re-exported from the original Inkscape file, put into new Photoshop file - nothing has changed
    and finally, just now I did the exact same step as before, so re-exported from Inkscape, put it into a new Photoshop file, but then exported under a different file name and imported into UE4 as a new asset, switched texture in the UMG widget, and voila!

So it’s ok now, but as long as the asset was reimported nothing changed no matter how it was created. the file name changed and voila, everthing back to normal…

We will probably never understand what was that :slight_smile:

Hey ,

I’m glad that you figured out how to resolve this strange color channel issue with your .png file. Thank you for providing detailed steps, in case anyone else runs into this file importing issue in the future.

Thanks!