-May I ask for details of your algorythm?
Most of the details are here https://wiki.unrealengine.com/Render_Target_Lookup
-How do you generate the render target?
It’s generated with a SceneCapture2D Component and a billboard, all blueprint for this part. If I could find a way to render a material directly to a memory buffer in C++ I would use that instead.
-What’s the data on it?
Material driven Heightmap generated blending and panning a series of noise textures.
-Why do you need to read from render target?
To get the water height value at a specific location to my blueprint actors.
When I did this in XNA I had used a purely mathematical solution and effect that needed render targets ran really fast. A mathematical solution here would completely remove the need to do a Render Target lookup but I wanted to do something quick and dirty last weekend.
I am very opened to better solutions as reading from a render target always felt like there was a better way. Still new to UE4.
You mentioned buffers for your FFT approach, how are you filling them and where do they live?