I’m wanting to use a texture as a displacement map for a plane. In a worst-case scenario this texture will be updated every frame. Does UE4 offer any mechanism for this sort of constant texture update?
If this were OpenGL I would use something like glTexSubImage2D to update the texture data, but I’m unfamiliar with how this might work in UE4.
After some digging around it seems that a Render Texture may be the way to go (as described in the answer here). Is a Render Texture the most reasonable route to take?
Could you use material for displacement map (too tell the truth i’m not sure what it is :p)? you can update texture per frame there very easily using time node and you can even render things
Thanks for the info ! Can you comment at all on how the scripted texture method differs from a render texture? I’m unfamiliar with how they worked in UE3.
James Tan Solid Snake recently got his pull request accepted to add back Scripted Texture which will enable you to easily write to textures from C++ code as frequently as you want
Expect it in a future release
if you go on github you can find his closed pull request and look at the code and integrate it in advance.