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UKismetRenderingLibrary::ReleaseRenderTarget2D

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

Description

Manually releases the GPU resources of a render target instead of waiting for the garbage collector, useful when creating many short-lived render targets at runtime.

Caveats & Gotchas

  • The UObject itself is not destroyed, only its GPU-side resource; using the render target afterward for drawing or reading will not work correctly until it is recreated.
  • Intended for platforms with tight GPU memory budgets where waiting for GC-driven cleanup of many render targets would cause memory pressure spikes.
  • Calling this on a render target that is still actively bound as an output (e.g. mid-draw) can produce rendering artifacts or a crash.

Signature

static void ReleaseRenderTarget2D(UTextureRenderTarget2D* TextureRenderTarget);

Parameters

Name Type Description Default
TextureRenderTarget UTextureRenderTarget2D* The render target whose GPU resources should be released immediately.

Return Type

void

Example

Release after use C++
UKismetRenderingLibrary::ReleaseRenderTarget2D(TempRenderTarget);
TempRenderTarget = nullptr;

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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