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Changing texture filtering at runtime?

Is it possible to change texture filtering at runtime? Ideally I'd like to control it via material parameters or a global rendering option (I'd be shocked if one existed), but BP or C++ would be fine if those aren't possible. I've tried in BP by getting a texture parameter, changing the filter type, and setting the texture parameter on the MID, but this seemed to have no effect.

Product Version: UE 4.21
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asked Jan 10 '19 at 02:56 AM in Rendering

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Tain
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You can sample your texture in a custom code node and use any of pre-defined sampler states, thus controlling the way it is filtered.

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answered Jan 10 '19 at 09:48 AM

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Deathrey
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avatar image Tain Jan 10 '19 at 03:30 PM

Is there a reference for these sampler states anywhere? I'm not very familiar with HLSL and have had trouble finding examples of this.

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