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UKismetRenderingLibrary::ExportRenderTarget

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

Description

Exports a render target as an HDR or PNG image to disk, choosing the format automatically based on the render target's own pixel format.

Caveats & Gotchas

  • The output format (HDR vs PNG) is determined by the render target's format, not by the extension in FileName — passing a mismatched extension does not force a conversion.
  • This is a synchronous disk write; calling it on the game thread with a large render target can cause a noticeable hitch.
  • Works at runtime in packaged builds (unlike the EditorOnly conversion functions), but the destination path must be writable on the target platform — this is unreliable on consoles and mobile.

Signature

static void ExportRenderTarget(UObject* WorldContextObject, UTextureRenderTarget2D* TextureRenderTarget, const FString& FilePath, const FString& FileName);

Parameters

Name Type Description Default
WorldContextObject UObject* Object used to resolve the current world.
TextureRenderTarget UTextureRenderTarget2D* The render target to export to disk.
FilePath const FString& Directory path to write the exported image into.
FileName const FString& File name (with extension) for the exported image.

Return Type

void

Example

Save a captured render target to disk C++
UKismetRenderingLibrary::ExportRenderTarget(this, CaptureRT, FPaths::ProjectSavedDir() / TEXT("Captures"), TEXT("Capture.png"));

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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