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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.

Any ideas?

Product Version: UE 4.11
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asked Apr 08 '16 at 06:52 PM in Rendering

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jshagam
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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

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answered Sep 27 '18 at 01:45 PM

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BorisKipi
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