for example 2048-1024 texture maps etc. can ue4 read these correctly and if
so how do you make it work? it's a current problem i'm wondering if there's a
solution to it, as i've not found any info on it.
As long as both dimensions are power of two you are good to go (good compression result). Not that sure for non power of two ones. There is setting for adding extra padding to non power of two ones and I suspect sole purpose of this is to save some space AFTER they are padded and compressed against source file texture.
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