HUD Draw Material node rotation produces hideous jagged edges (aliasing), "UI" Texture Group no help.

I found the following question:

However, the accepted answer is apparently not correct for version 4.10.

As you can see here, in spite of the texture group being set to UI for the texture, the Draw Material node produces some truly hideous aliasing.

85466-problemo.png

There’s the crosshair texture, just so you can see that it is:

A) Enormous.
B) Power of 2. (1024x1024).

NOTE: This aliasing does ONLY occurs when there is rotation–that is, it doesn’t appear to be a problem with scaling the texture down, it’s specifically the rotation.

Well, that was peculiar.

I dove into the settings on the texture and started fiddling. After trying a few things, I somehow got it to anti-alias properly. Unsure how I did so, I tried to retrace my steps, but when I returned to default settings… the problem was still fixed. Even without Texture Groups set to UI, the edges are silky smooth.

Now, the only way that I can reproduce the aliasing I was struggling with is to set Mip Gen Settings to NoMipmaps.

When I do so, I get the little “revert to default” arrow beside it. That means it’s not the default setting, so how did it get that way? I didn’t even open the texture file in UE4 until after I was having the issue and saw the answer I linked above, so there’s no way I could have somehow accidentally clicked it.

Set to the apparent default of FromTextureGroup, there is no problem. So, if you have this issue, nevermind Texture Groups, look at Mip Gen Settings.