UKismetRenderingLibrary::RenderTargetCreateStaticTexture2DEditorOnly
#include "Kismet/KismetRenderingLibrary.h"
Access: public
Specifiers: staticUFUNCTIONBlueprintCallable
Description
Creates a new static Texture2D asset from the current contents of a render target. Only works in the editor.
Caveats & Gotchas
- • Editor-only: calling this in a packaged/cooked build has no effect and does not produce a usable asset.
- • Displayed in Blueprint as "Render Target 2D Create Static Texture 2D Editor Only" (its BlueprintCallable DisplayName), not the C++ function name — search for that phrase when looking for it in the node picker.
- • Marked UnsafeDuringActorConstruction — do not call from a construction script.
Signature
static UTexture2D* RenderTargetCreateStaticTexture2DEditorOnly(UTextureRenderTarget2D* RenderTarget, FString Name = "Texture", enum TextureCompressionSettings CompressionSettings = TC_Default, enum TextureMipGenSettings MipSettings = TMGS_FromTextureGroup); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| RenderTarget | UTextureRenderTarget2D* | The source render target to bake into a static texture asset. | — |
| Name | FString | Base name/path used when creating the new texture asset. | "Texture" |
| CompressionSettings | enum TextureCompressionSettings | Compression settings applied to the resulting texture. | TC_Default |
| MipSettings | enum TextureMipGenSettings | Mip generation settings applied to the resulting texture. | TMGS_FromTextureGroup |
Return Type
UTexture2D* Example
Bake a captured render target into an asset C++
#if WITH_EDITOR
UTexture2D* BakedTexture = UKismetRenderingLibrary::RenderTargetCreateStaticTexture2DEditorOnly(CaptureRT, TEXT("/Game/Textures/T_Baked"));
#endif See Also
Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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