# Unreal 9-slice pack Atlas layout (each file): **192 × 192 px**, 3×3 equal tiles of **64 × 64 px**. ## Import into Unreal (UMG) 1. Import the PNG as a Texture2D. 2. Open the Texture and set **Compression Settings = UserInterface2D (RGBA)**, **Mip Gen Settings = NoMipmaps**, **sRGB = true**. 3. Create (or open) a `Slate Brush` / Widget image and set: - **Image** = the texture - **Draw As** = `Box` - **Margin** = **L 0.3333 · R 0.3333 · T 0.3333 · B 0.3333** (exactly 1/3) The box brush will now stretch the center and tile/stretch edges while keeping corners intact — resize freely. ## Files | File | Radius | Use | | --------------------------------- | ------ | ------------------------------------- | | `panel_rounded_big.png` | 24 px | Panel background — rounded | | `panel_rounded_small.png` | 12 px | Panel background — half-rounded | | `button_big_normal.png` | 24 px | Button — normal state | | `button_big_hover.png` | 24 px | Button — hover state | | `button_big_pressed.png` | 24 px | Button — pressed state | | `button_small_normal.png` | 12 px | Half-rounded button — normal | | `button_small_hover.png` | 12 px | Half-rounded button — hover | | `button_small_pressed.png` | 12 px | Half-rounded button — pressed | `*_guide.png` files are the same assets with dashed cut lines overlaid — **for reference only**, do not ship. ## Button states in UMG Create a `Button` widget and set its Style: - **Normal** → `button_*_normal.png` (same margin 0.3333) - **Hovered** → `button_*_hover.png` - **Pressed** → `button_*_pressed.png` Keep the same margin on all three so the geometry stays consistent.