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UKismetRenderingLibrary::DrawMaterialToRenderTarget

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

Description

Renders a full-screen quad with the given material applied directly into the specified render target.

Caveats & Gotchas

  • This sets the render target even if it's already bound, which is an expensive state change — use BeginDrawCanvasToRenderTarget/EndDrawCanvasToRenderTarget instead if drawing multiple primitives to the same target in one frame.
  • Marked UnsafeDuringActorConstruction — do not call from a construction script.
  • The material's domain should generally be set to User Interface or it must otherwise be written to tolerate being drawn as a screen-space quad; a material authored for 3D surfaces may not sample correctly.

Signature

static void DrawMaterialToRenderTarget(UObject* WorldContextObject, UTextureRenderTarget2D* TextureRenderTarget, UMaterialInterface* Material);

Parameters

Name Type Description Default
WorldContextObject UObject* Object used to resolve the current world.
TextureRenderTarget UTextureRenderTarget2D* The render target to draw into.
Material UMaterialInterface* The material rendered as a full-screen quad into the target.

Return Type

void

Example

Bake a material into a texture C++
UKismetRenderingLibrary::DrawMaterialToRenderTarget(this, NoiseRenderTarget, NoiseMaterial);

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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