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When selecting compression, use 'none', and uncheck 'generate mipmaps'. Also, after the texture is imported, right click on it > properties > surface > alpha = true
ok 🙂
1. You can see I am opening this .tga in PaintNet and it seems ok
2. After importing into unrealEd it looks different... no matter if I choose DTX1, 3, or 5.
3. After zooming in paint you can see texture looks different... and exactly same looks in game 🙂
As Mike pointed out, there are many things that can go wrong, normally for buttons it's better to keep em as tga format rather than dds for better quality (at the cost of a little bit more file size)
if you can, make a clip of how you import the textures to unreal so we can see what's wrong
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