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UKismetRenderingLibrary::ReadRenderTargetRawUV

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

Description

Reads a single raw, unconverted pixel value from a render target at a UV coordinate in [0,1]x[0,1] space.

Caveats & Gotchas

  • Incredibly inefficient and slow — same GPU readback stall as the pixel-coordinate variants. Not suitable for per-frame use.
  • UV is converted to nearest integer pixel internally; there is no bilinear filtering, so results are not smoothly interpolated between texels.
  • Returns raw stored values, not sRGB-corrected color — use ReadRenderTargetUV instead if you want color-correct sampling.

Signature

static FLinearColor ReadRenderTargetRawUV(UObject* WorldContextObject, UTextureRenderTarget2D* TextureRenderTarget, float U, float V, bool bNormalize = true)

Parameters

Name Type Description Default
WorldContextObject UObject* World context used to resolve the current world.
TextureRenderTarget UTextureRenderTarget2D* The render target to read from.
U float Horizontal UV coordinate in [0,1].
V float Vertical UV coordinate in [0,1].
bNormalize bool Whether to normalize 8-bit formats into the [0,1] range. true

Return Type

FLinearColor

Example

Sample raw value at a UV C++
FLinearColor Value = UKismetRenderingLibrary::ReadRenderTargetRawUV(this, NoiseRT, 0.5f, 0.5f);

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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