
In fact, the program has been adopted by other industries, most notably the movie and television industry. From shooter games, it has been used in a diversity of other genres, including stealth, fighting games, and MMORPGs. The following topics details some common workflows and optimizations you do with textures in your projects.Unreal Engine has been in the gaming industry for decades and has released five versions. This includes being able to set the compression, adjust brightness and saturation, set level of detail, and much more. The Details panel provides additional information about the imported texture along with a set of properties to configure the texture. The Texture Asset Editor is a standalone window where you can view and edit Texture Assets.įrom this editor window, you can view the texture and its color channels. For example, some GPUs may not support texture sizes larger than 8192 pixels (8k). Some GPUs have hardware limits in the maximum size texture they can support. Non-power of two sizes are never streamed and do not generate mipmaps. Power of two values can be mipmapped and streamed. Use power of two sizes when possible, such as 32, 64, 128, 2048, and so on.

When importing your textures, consider the following suggestions for the dimensions of your textures: Textures are imported into the engine through the Content Browser by using the Import button or by dragging-and-dropping images directly from your operating system's windows into the Content Browser.Ī variety of image formats and file types are supported: Packing multiple values in a single texture allows them to be used more readily while saving draw calls for performance and reducing disk space. In addition, there may be a map for Emissive and Roughness stored in the alpha channels of one or more of these same textures. For instance, a simple material may have a Base Color texture, a Specular texture, and a Normal Map texture. Materials may make use of several textures that are all sampled and applied for different purposes. Textures can be used for a variety of calculations within a Material by being applied directly to an input (such as, Base Color), used as a mask, or using the RGBA values for other calculations. Textures are image assets that are primiarly used in Materials but can also be directly applied outside of Materials, like when using an texture for a heads up display (HUD).įor Materials, textures are mapped to surfaces which the Material is applied to. The page was originally prepared for Unreal Engine, so some descriptions and screenshots may appear different than what you see in UEFN.Ĭlick here to go back to the main UEFN documentation. This page describes functionality that appears in both Unreal Engine and Unreal Editor for Fortnite (UEFN).
