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Dynamically spawned TextureRenderTargetCube gives terrible performance.

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    Dynamically spawned TextureRenderTargetCube gives terrible performance.

    I wrote a custom blueprint node as follows.

    Code:
    UTextureRenderTargetCube* UDynamicTextureLibrary::SpawnCubeTarget(int32 X, AActor* Actor) 
    { 
    UTextureRenderTargetCube* NewTex = NewObject(Actor); 
    NewTex->InitAutoFormat(X); return NewTex; 
    }
    Calling this from a blueprint actor's constructor works and I can use it in a material. However, performance is awful, regardless of the size of X.

    Does anyone know why performance is so bad compared to a texturerendertargetcube that is saved in the content browser and how I can spawn them dynamically with improved performance?

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