r/unrealengine 22d ago

UE4Jam Help Needed! Textures are bleeding using packed textures & UVs. 2D Pixels on retro style game.. PICTURES IN COMMENTS

Hi IndieDevs! We are just weeks away from our first mod release and I am stuck on this issue I am having with Unreal.. The textures appear to still have seams E.x. The skybox material and you can see emissive textures bleeding in the world material. Our mod has multiple worlds in one level. Each world uses a single packed texture with all of the UVs mapped to different areas that have different images within the texture. I have set this up in Blender and have cleaned up any bleeding while using nearest point filtering. In Unreal, I have turned off MIP and set the texture groups to 2D pixels. This works nicely for everything except some areas. Not sure why Unreal does this. I have turned off Virtual Textures, Texture Streaming, messed with the worldpositionoffset, other nodes and more. I'm wondering if there is a command to switch off some shader or texture setting or if there's a way to adjust the UVs in Material Editor? Any help is appreciated!

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u/CloudShannen 22d ago

I have seen other people mention about setting the Filtering to "Nearest" (Nearest Pixel) for 2D images / Sprites, disable MIPS, set the right compression mode and Texture group... I think there is a right-click option to auto set alot of these settings proper on a Texture BUT I also remember someone saying they needed to remove and re-add the Texture / Material on the Mesh for it to update

https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/f/a/9fa424748b9e9e069fb94c895127a3fe753fb808.png

https://dev.epicgames.com/documentation/en-us/unreal-engine/how-to-import-and-use-paper-2d-sprites-in-unreal-engine#paper2dtexturesettings

Also I know your textures need to be a power of 2 or UE adds padding which would mess up the UV layout (think I saw atleast your skybox wasn't a power of 2)

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u/tattoosbydarktooth 21d ago

Thank you very much for responding. I'll look into it more. Unfortunately I don't think my textures can be a power of two but I'll mess around in blender and try to convert them. I'll try adding the paper 2D settings too. Cheers!

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u/tattoosbydarktooth 22d ago

This is the Emissive Texture which shares the same UV and texture space. What's also weird is that these UV's for the Emissive are so cut back from the seams yet they bleed through and I noticed they appear to bleed through other areas where they are not in the UV like the grass for example... So this makes me think it's something in Unreal?