Texel density debugging
Is there any way of getting a debug view to indicate the approximate texel density that's required for an object?
What I want to try is just overriding the mipmaps on my textures such that it has a different solid color for each texture level, which would make it easy to determine which mip level is in use (and therefore the necessary texture size for a particular object). But I can't find any way of providing specific mip levels on a texture, and anyway I'd prefer to be able to do this programmatically so I can visualize it across the entire level.
asked Apr 08 '16 at 06:52 PM in Rendering
Yes, go to View Modes -> Optimization Viewmodes -> Required Texture Resolution. It's described in the documentation here https://docs.unrealengine.com/en-US/Engine/Content/Types/Textures/Streaming/Building
answered Sep 27 '18 at 01:45 PM
Follow this question
Once you sign in you will be able to subscribe for any updates here