Bad mipmaps in UMG
We are displaying cards in a UMG menu. Those cards are with a material that layers 3 textures (background, portrait image, text) to minimize memory usage, and those 3 textures are square power of two in size.
However, the mipmap that is selected when the menu is called seems semi-random.
If I then close the menu and force the larger mipmaps to load by looking at those cards up close in 3D in the viewport, then it looks better.
I'm not sure how to diagnose and fix this. Any ideas? All other materials seem fine in UMG.
asked May 12 '15 at 09:18 PM in Rendering
I received some new information in regards to your set up and issue. It was brought to my attention that you are using a widget component to render your UI.
The widget component uses a render target so the texel density is constant. Mip mapping won't ever work for it while it remains a render target. You should be using meshes instead.
The mip level is picked based on texel density compared to pixel density. A level is picked that most closely matches what is on screen.
Nearest/Point filtering means no mips are being considered, you're just picking the closest pixel to the UV coordinate. I hope this clarifies your issue.
answered May 30 '15 at 06:56 PM
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