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UKismetRenderingLibrary::ConvertRenderTargetToTexture2DEditorOnly

function Engine Blueprint Since 4.0
#include "Kismet/KismetRenderingLibrary.h"
Access: public Specifiers: staticUFUNCTIONBlueprintCallable

Description

Copies the current contents of a render target into an existing Texture2D asset, overwriting its pixel data. Only works in the editor.

Caveats & Gotchas

  • Unlike RenderTargetCreateStaticTexture2DEditorOnly, this requires an already-existing Texture2D asset to write into rather than creating a new one.
  • Editor-only: has no effect in a packaged/cooked build.
  • The destination Texture2D's dimensions and format are not automatically adjusted to match the render target — mismatches can produce incorrect or corrupted results.

Signature

static void ConvertRenderTargetToTexture2DEditorOnly(UObject* WorldContextObject, UTextureRenderTarget2D* RenderTarget, UTexture2D* Texture);

Parameters

Name Type Description Default
WorldContextObject UObject* Object used to resolve the current world.
RenderTarget UTextureRenderTarget2D* The source render target to copy from.
Texture UTexture2D* An existing Texture2D asset whose pixel data will be overwritten with the render target's contents.

Return Type

void

Example

Refresh an existing texture asset from a capture C++
#if WITH_EDITOR
UKismetRenderingLibrary::ConvertRenderTargetToTexture2DEditorOnly(this, CaptureRT, ExistingTextureAsset);
#endif

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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