If you create a UMG with an image in the Umg that is not a power of 2, The image will not appear on an iOS device.
Tested this on a Android device (Nexus 5 with ETC1 and ATC. PVRTC will not allow the application to launch) and the image is showing correctly on all formats.
Tested on an iPad2 air (OS 8.1)
1) Download the ImageUsedToTest to test this issue
2) Load up a brand new first person template project
3) When the Project loads, Import the image that was downloaded
4) Once imported, right click in the content browser
5) Create a new Blueprint Widget
6) In the Blueprint, drag in an Image
7) Place the image imported into the widget.
8) Compile and save the Widget
9) Exit the widget and open the level Blueprint.
10) In the Level Blueprint, Set it up as shown in the attached image. (LevelBlueprintUMGDeploy)
11) Once complete , save all
12) Deploy to an iOS device
How do I set a material as a post-processing material?
How to delete some elements correctly when deleting an array loop?
How does TextureRenderTarget2D get TArray<uint8> type data?
Why does the REMOVE method of map container remove elements have memory leaks?
UMG RichText not appear image when packaged
How would I go about lerping the rotation instead of it snapping when turning (pls dont sue me epic)
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Platform - Mobile |
---|---|
Affects Versions | 4.6.1 |
Target Fix | 4.9 |
Fix Commit | 2587930 |
---|
Created | Feb 2, 2015 |
---|---|
Resolved | Jun 15, 2015 |
Updated | Sep 16, 2019 |