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UKismetRenderingLibrary::ConvertRenderTargetToTextureVolumeEditorOnly

function Engine Blueprint Since 5.0
#include "Kismet/KismetRenderingLibrary.h"
Access: public Specifiers: staticUFUNCTIONBlueprintCallable

Description

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

Caveats & Gotchas

  • Requires an already-existing VolumeTexture asset to write into rather than creating one.
  • Editor-only: has no effect in a packaged/cooked build.
  • Dimension mismatches between the source render target and destination volume texture are not validated for you.

Signature

static void ConvertRenderTargetToTextureVolumeEditorOnly(UObject* WorldContextObject, UTextureRenderTargetVolume* RenderTarget, UVolumeTexture* Texture);

Parameters

Name Type Description Default
WorldContextObject UObject* Object used to resolve the current world.
RenderTarget UTextureRenderTargetVolume* The source volume render target to copy from.
Texture UVolumeTexture* An existing VolumeTexture asset whose pixel data will be overwritten.

Return Type

void

Example

Refresh an existing volume texture asset C++
#if WITH_EDITOR
UKismetRenderingLibrary::ConvertRenderTargetToTextureVolumeEditorOnly(this, FogVolumeRT, ExistingVolumeTextureAsset);
#endif

Version History

Introduced in: 5.0

Version Status Notes
5.6 stable

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