Can't decrease Texture Quality

I’m trying to create simple graphics settings menu and stuck on problem of changing texture quality.
When I start game for example with command “sg.TextureQuality 0” it’s ok, textures are low quality and if I press buttons to change it, I can only increase quality and I can’t decrease again when pressing “Low” button.
Shadows and othe options works ok.

This happens on editor v4.9 too, can’t change Texture Quality when it set higher then I’m trying to set.

Hi Slydex44 -

I am not seeing this behavior when I test this issue. I am able to move freely between the Texture Quality Levels while in Game. Setting those commands do lock the Engine Scalability Settings in the Editor.

Can you provide a small sample project showing this issue? If you would like to keep it private, you may use the Engine Forums’ Private Message system.

Thank You

Eric Ketchum

Hey Eric Ketchum,

There is simple project that i’ve made right now. There is 2 rows with 4 buttons on each. 1st row - texture quality (that doesn’t work) 2nd - shadows quality, just for test, because shadow quality works.

I also can’t change textures quality in editor, thy are always on epic even if I set low.

Hi Slydex44 -

The project you sent is working correctly. If you look at the logs, the Texture Pool Size is changing back and forth as expected:

If you have a look at the documentation on Scalibility here:

You will see the note:

The effect of this feature is heavily dependent on your game and hardware. If you do not have many textures, to the point where loading and using the full resolution mip maps does not use all of the memory pool Unreal Engine 4 has devoted to textures, you will not actually see a difference between high and low settings (outside of the change to the Anisotropy settings).

My guess is that your project does not use all of the Texture Pool Memory even on the lowest setting which is why you are not seeing a difference. If you are earlier in development this may change as more Textures and more assets are streamed into a much more dense scene.

Thank You

Eric Ketchum