Mipmap blurs while using static mesh editor 'Build scale' feature

Hi,
I have issue with meshes, which have to be scaled using ‘Build Scale’ value in mesh editor.
A lot of meshes have mipmap issues (they look blurry even when camera is close). Problem does not exist when model is scaled in modeling software (Max, Blender).

Example 1, Mesh scaled using ‘Build Scale’ value of 60.0f:

Example 2, Mesh scaled in modeling software, ‘Build Scale’ value of 1.0f

(I can send fbx/texture files if needed, as attachment size limits does not allow to add over 512kb)

Thanks

Hello,

With the assets I tested, I could set the Build Scale to 60 and not lose any quality. In order to further investigate, could you please provide a test asset? Or if there is an asset in one of the marketplace downloads that can reproduce the issue, please tell me which. Any additional information may help in resolving the issue.

Thank you!

Hi,
Thanks for looking into this problem!
Files attached:

genekas_v03_s1.fbx - needs to be scaled in mesh editor by 60.0f

genekas_v03_s60.fbx - scaled in modeling software, no need for changing Build scale

generator_tex.jpg - texture used by mesh (any simple material will work)

at first mipmaps look ok, but after couple of seconds it turns blurry. It does not happen with pre-scaled mesh (genekas_v03_s60.fbx).
NB! fbx files are in old format, but we tested also with 7.3 and results are same.
link text

Hey,

I tried testing this with the assets you provided, but with the default settings and the 60 Build Scale everything looks good. I believe it is because I am using different settings, but I am not sure what your texture settings are. Can you send me the .uassets themselves? That would allow me to drag them in and see all of the settings as you see them.

Cheers!

Hi,
Here you go :slight_smile:
link text

Full example project

  1. Open project in editor
  2. Wait ~10 seconds and texture turns blurry.

Thank you for your asset and help as we investigate the problem. In order for me to check this mesh, I will need the material/texture uassets also please. I will do what I can with the other assets for now, but please let me look at those when you have a .

Thanks!

Thank you very much for this. I was able to see the mipmap changing like you said, as well as a few other odd behaviors. If you open the texture asset then exit it, does it stop occurring for a minute? If you make a new material from the texture, does it still occur? It ceased entirely for me when I made a new material with the same settings and nodes. I am putting together a report about this, but I wanted to flush it out a bit more so the root of the problem is more obvious.

Thank you!

Hi, good you were able to reproduce this issue, thanks!
Yes, if texture asset is opened and closed, it stops for a minute. Most of the time it reappears when reopening project. Also when same material is used on other meshes without this issue, problematic mesh fixes itself also (it can be tested with scaled model also included in this project genekas_v03_s60).

Thanks for testing that out. Just a fast update, I completed the report with all of the information from this and some other tests. I attached the project you gave me as well. It will now be looked into by our rendering programmer to be fixed. Please let me know if there is anything else I can do to assist.

Hi , is there any way I can track this bug? We are having the same issue with our project. Thanks!

There is not currently a bug tracking system for the public, but I looked into the report and it has since been assigned to an engineer to rectify the problem.

Cheers!

A fix for this has been submitted and although it didn’t make the 4.1 release it should be available in the next release.
You should also be able to see the change here;
https://github.com/EpicGames/UnrealEngine/commit/eaca6fba1ce948767cb0eee3973f826f5adfd9b5
…and depending which branch you’re working from you could either pull down this change directly, or just make it locally for the time being, thanks.

Andrew