Unreal packaging texture formats?

How does Unreal packaging work in terms of texture formats?

The reason I ask is that I use a dynamic texture with settings NoMipmaps, ColorLookupTable, VectorDisplacementmap (RGBA8). I’m able to edit it with C++ code when I run in Windows editor mode:

FColor* FormatedImageData = static_cast<FColor*>(Mip.BulkData.Lock(LOCK_READ_ONLY));

However, it doesn’t work when I package it even for Windows (or for Android).

Hi pemcode,

That is expected behavior.
While your game is being cooked the editor uses those compression settings to package the game. It would make sense that you can’t change the texture formating in a packaged build.

,

Ed