RealDocs

UKismetRenderingLibrary::RenderTargetCreateStaticVolumeTextureEditorOnly

function Engine Blueprint Since 5.0
#include "Kismet/KismetRenderingLibrary.h"
Access: public Specifiers: staticUFUNCTIONBlueprintCallable

Description

Creates a new static VolumeTexture asset from the current contents of a volume render target. Only works in the editor.

Caveats & Gotchas

  • Editor-only: has no effect in a packaged/cooked build.
  • Blueprint DisplayName is "Render Target Volume Create Static Volume Texture Editor Only" rather than the C++ name.
  • Baking large volume targets (e.g. 128^3 or higher) into an asset can produce very large uncompressed disk sizes; pick CompressionSettings deliberately for volumetric data.

Signature

static UVolumeTexture* RenderTargetCreateStaticVolumeTextureEditorOnly(UTextureRenderTargetVolume* RenderTarget, FString Name = "Texture", enum TextureCompressionSettings CompressionSettings = TC_Default, enum TextureMipGenSettings MipSettings = TMGS_FromTextureGroup);

Parameters

Name Type Description Default
RenderTarget UTextureRenderTargetVolume* The source volume render target to bake into a static volume 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

UVolumeTexture*

Example

Bake a volume render target into an asset C++
#if WITH_EDITOR
UVolumeTexture* BakedVolume = UKismetRenderingLibrary::RenderTargetCreateStaticVolumeTextureEditorOnly(FogVolumeRT, TEXT("/Game/Textures/T_BakedFog"));
#endif

Version History

Introduced in: 5.0

Version Status Notes
5.6 stable

Feedback

Was this helpful?

Suggest an edit

Select a field above to begin editing.