UMG Texture randomly gets white

Hello there!

First off I have to say that I digged trough houndreds of pages and found nothing (except of a fact, that it might be UE4 bug that is not resolved - yet no workaround can be found).

Game works without ANY problems in editor and both - debug/development versions. Issue occurs only with Shipping version.

We are using around 20 textures of scanned files (only one displayed at a time). Unreal randomly turns some of them into white blanks. Every time different textures are displayed correctly, so they are packed in a build. What is worse, when we save the game and load it - for a while all images are working correctly. After a while, when more textures are available, random “blanking” starts again.

From our debug appears that these specific textures are becoming nulls for UMG, while on 3D mesh in front of our player we can see texture very clearly working…

Just to prove that it’s not related to our game mechanic we made simple test. We put all 20 textures into canvas (no mechanic related, simple drag and drop images from content browser). Played for a few minutes, turned hud on and bang - random images got white. Every time we restart the game different images are blanked.

Any idea? We are close to remove this feature from our game, will appreciate any help :slight_smile:

Regards,
Artur

PS- was testing with texture compression/streaming/import settings for a week

And that is the correct answer, thanks! What really bothers me is how UE handles all of that in memory. If GC removed texture, but it was well visible in 3D space - are they duplicated in memory for both UMG and 3d space? Anyway we decided to ditch UMG and focus on fully 3D UI - no surprises :wink:

Hi,
I’ve had this too a while ago, at least if I understand it right. An array of textures was loaded and after a minute they all dissapeared. Apparently the Garbage collector thinks it is time to clean up after a minute and ‘bamm’ all of them are gone.
It was fixed by adding them to the root in the constructor (c++).

// prevent GC
UTexture2D* pTexture = NULL;
pTexture = UMyToolsActorComponent::LoadTexture(textureFilePath);
pTexture->AddToRoot();

are they duplicated in memory for both UMG and 3d space?
–>I can’t answer that one. I’m not into ue long enough.

I have a problem a little similar to this one, you might have an idea? No images on widget in shipping version - UI - Epic Developer Community Forums