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TextureEditorToolkit : don't force final encoding on huge images
#rb none #jira none #preflight none [CL 25016150 by charles bloom in ue5-main branch]
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@@ -322,7 +322,10 @@ void FTextureEditorToolkit::InitTextureEditor( const EToolkitMode::Type Mode, co
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// for the current editor session, but since it's already getting built this is
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// fine. This doesn't need the normal Modify() / PreEditChange/PostEditChange incantations
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// because it's transient, and any async build was completed above.
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Texture->CompressFinal = true;
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if ( Texture->Source.IsValid() && ( (int64)Texture->Source.GetSizeX() * Texture->Source.GetSizeY() <= 4096*4096 ) )
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{
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Texture->CompressFinal = true;
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}
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PostTextureRecode();
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// @todo toolkit world centric editing
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