Hi ,
In your texture import settings under “Level Of Detail” change the LOD Group to UI. Also, expand the settings under “Texture” with the little arrow and change the X-axis Tiling Method and Y-axis Tiling Method both to Clamp.
Hi ,
In your texture import settings under “Level Of Detail” change the LOD Group to UI. Also, expand the settings under “Texture” with the little arrow and change the X-axis Tiling Method and Y-axis Tiling Method both to Clamp.
Hello everyone,
I am facing this problem.
I import a perfectly fine png inside my paper2d project to use it as a texture for my game HUD.
When i project it in my screen as a texture from inside a HUD blueprint class i see these artifacts.
(please zoom in if it too small for viewing).
This is the actual texture that Unreal creates.
And this happens if i left click and create a sprite out of it.
As you may notice it is the exact same artifact as the one projected in my HUD.
So the question is why Unreal creates a “bad” texture from my original PNG?
Thank you
You are a good man!Thank you!
May i ask if this is a special setting just for UI or i have to use this method if i ever have an artifact problem?
You can use clamp for anything that you don’t want to tile, like a smoke or flame image. Clamp just means that everything that is outside of the 0 to 1 uv space will have the last pixel inside the uv space. The artifact you see in your texture is because of a minor offest that always happens when not clamping the texture. the strip just comes from the other side of the picture.
ok, got it.