TextureEditorToolkit : don't force final encoding on huge images

#rb none
#jira none
#preflight none

[CL 25016150 by charles bloom in ue5-main branch]
This commit is contained in:
charles bloom
2023-04-12 17:17:17 -04:00
parent 9cf8c4b436
commit f0f4e9d921
@@ -322,7 +322,10 @@ void FTextureEditorToolkit::InitTextureEditor( const EToolkitMode::Type Mode, co
// for the current editor session, but since it's already getting built this is
// fine. This doesn't need the normal Modify() / PreEditChange/PostEditChange incantations
// because it's transient, and any async build was completed above.
Texture->CompressFinal = true;
if ( Texture->Source.IsValid() && ( (int64)Texture->Source.GetSizeX() * Texture->Source.GetSizeY() <= 4096*4096 ) )
{
Texture->CompressFinal = true;
}
PostTextureRecode();
// @todo toolkit world centric editing