Can't import a texture, is it because of its size ?

Hello.

I’m having this error in output log when importing a .JPG file as a texture :

LogFactory: FactoryCreateFile: Texture with ReimportTextureFactory (0 0 C:\Users\Paul\Downloads\Sparks.jpg)
Error: Texture import failed
LogAssetTools:Warning: Failed to import 'C:\Users\Paul\Downloads\Sparks.jpg'. Failed to create asset '/Game/Graphics/Sparks'.
Please see Output Log for details.

Can it be because the image is 800x45,000 pixels ?
I tried with the same image, cropped to 800x4,500 and it works… but I need whole image (or actually I can remap it to 8,000x4,500 for example)

Thank you for your answer. So indeed, remapping to 8000x4500 worked. It’s that big because it’s an animated texture of a 800x450 image (which I needed to be 16:9), that’s why the big texture is not in power of two (which I usualy do).
JPG was just to save space, I know that’s bad.

jpg doesnt save space, because UE4 will convert it to another file-format internally. so you are adding tthe jpg compression artifacts on top of ue4’s dxt/bc compression. which makes the compression soooo much worse.
Additionally, you might want to try and find a way to get the texture to be 8192*4096 which will result in the texture being able to mipmap properly.

JPG is not really a problem as the flip book was made from an animated GIF which already has a really bad compression, and the JPG has a 100% quality so the compression is really little. But ok I’ll resize it for the mipmap

first of all, jpg is extremely compressed. dont use jpg for gamedev. look at .tga or .png.

second, 81928192 is the biggest size you can import without having to edit the .ini files, and even then a 45k texture is stupendously big. generally there is barely any need to go over 40964096.

keep your textures in power of two, aka 64, 128, 256, 512, 1024, etc.

there might be other things that affect the import as well, but without the output log details its hard to tell.