Hey!
Ran into a problem today whilst working on my project. I think it is time for you awesome polycounters to crack the code and solve the mystery.
When I use a WorldAlignedTexture I am forced to use Texture Object instead of a Texture Sample.
Either one of these (Texture Object or WorldAlignedTexture) are causing my texture to become blurry. By default when I Imported my textures to UE4, I have to change the filter to Nearest in order to get the pixels to be visible. In this case I could not find a solution to keeping the texture pixelated.
Here is an image of how it is set up, very basic:
If there are any other methods to keep my textures pixelated and having the texture react to a similar fashion as to a WorldAlignedTexture please tell me. I am getting crazy over here!
Thanks for the support.
//Elias Wick
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