UMG Widget Image Blurry

I’ve been trying to get 3D widgets to work in my game, and have only run into one major problem so far. The widget blueprint uses texture interpolation(if it’s called that haha), thus making the image all blurry even though I’ve set the texture it uses to use ‘nearest’ as the filter, same as the background image.
Is there any way to change the filter the blueprint is using?

I take it there’s no fix for this yet then?

I’ve moved on to work on other things in this project, but still can’t find a solution to this. Anyone?

Hey Wertpol,

I believe you are referring to Texture Streaming which deals with the Mip Levels established on your Textures. If you are using these images as your UI, then they will never need to scale and have streaming textures. If it is going to be a 3d Widget then you can have a few mip levels to account for the differences in distances.

Texture Settings

I have outlined the areas of importance when establishing whether or not you would like the texture to stream, as well as the mip levels associated. Let me know if you found the correct options and settings for you texture, or if you are still having some issues getting it to render correctly.

Cheers,

Thank you for the reply! I’ve played around some more with the settings you suggested, but am still having problems. I’m using it as a 3D widget. I don’t think that it has anything to do with mip levels, because there’s no actual loss in the amount of pixels displayed in the game(In the picture there’s still the exact same pixel configuration, but there’s just an added gradient between each of the pixels)

I don’t think I will ever need mip levels for this game at all, as the entire thing just plays in one small room. I’d just really like the texture to be crisp and with sharp edges, as it’s supposed to be an image on a screen.

Hey Wertpol,

I did not realize you were working with 4.7 and usually don’t suggest users update unless it pertains to their issues. Take a look over our 4.8 release notes and you will see the Paper 2d rendering section got some significant and important updates and improvements, especially in regards to the issue you are experiencing. I would honestly suggest taking a look at upgrading your project to this version!

As a side note, I would also look at increasing the resolution of your image if you would like it to be crisp. If you are rendering to a 3d widget in World Space and using the texture as an image in your Widget blueprint, your results will not be identical to your texture because there will be other things rendered behind it.

4.8 Release Notes

I would also take a look at further understanding the texture settings options in order to ensure the correct settings are being applied for how you are using your textures within your project.

Texture Support and Settings

Hopefully this provides you with enough information to find the correct way to establish your textures to be used within your project.

Regards,

Because the Widget is in 3D space you can do this:

If you have a given size in 3D space thats cool for you and the image im not sharp → double the resolution of the texture and then half the Scale of the 3D Widget. That should give you the same size but should also looks more sharp.

Because the Widget is in 3D space you can do this:

If you have a given size in 3D space thats cool for you and the image im not sharp → double the resolution of the texture and then half the Scale of the 3D Widget. That should give you the same size but should also looks more sharp.