Hi
I’m developing a game that needs +200 icons for buttons. I wonder is there’s any way to pack all textures in photoshop and use it in unreal as a texture atlas.
if there is, what’s the workflow?
Thanks.
A sample for texture atlas:
Hi
I’m developing a game that needs +200 icons for buttons. I wonder is there’s any way to pack all textures in photoshop and use it in unreal as a texture atlas.
if there is, what’s the workflow?
Thanks.
A sample for texture atlas:
Anyone?
Hi!
You can use Paper 2D, is a default Plugin to UE4 that allows you to create Sprites from a one Texture and use them in UMG.
"To create a series of Sprites from a Sprite Sheet Texture:
Source: Paper 2D Sprites in Unreal Engine | Unreal Engine 5.1 Documentation
thanks. but is there any way that unreal engine use them as a single texture atlas? is this possible? or unreal make Atlas automatically on cooking contents.
If you set up your sprites to be grid based you can do it. Copy the functionality or directly use the flipbook node in material, but drive the time with a fixed scalar value so you can pick your sprite by hand. Then either make material instances for each element setting the atlas to use with that scalar parameter, or more automatic, create a dynamic material instance in UMG and set it programmatically.
I’d like to know this as well. I’m not sure what happens behind the scene, does going this route with sprites is more performance / memory easy or just adding separate image files is better.
Hello, This is late but for others seeking,
Come seek me out if you need help, I don’t mind helping. I think I made a video on this on my channel: youtube.com/NextWorldVR
Just make Paper2D Sprites from your texture atlas and then you can use them in UMG widget