[Blueprint] Read, Create and/or Modify Texture2D Objects in blueprint

Thank you for the reply and the zip file. I’m looking at the project now. The functionality you demonstrate there isn’t what I’m talking about at all. I understand that it’s possible to modify parameters and settings of a texture or material from within a blueprint. I’m talking about accessing the image data of a texture directly. I want to be able to read the color value of a specific texel and use that information in a blueprint. It would be awesome to be able to set that texel data as well as read it as it would allow for procedural textures and a heck of a lot more from within a blueprint.

Am I making myself understood properly? Here’s an example. Let’s say I have a terrain mesh, and I want this mesh to have a forest on it. But I don’t want to use a landscape object or the foliage system. I want to be able to paint a 2D texture that I can use in blueprint to define where trees should be placed. I could even use different colors to control the placement of different meshes or objects, if the texel is blue, place a grass mesh, if it’s purple, place a flower mesh, if it’s green, place a pine tree, if its gray, place a rock. And this is just what one could do with the ability to read texel data from a texture. If you were able to write texel data to a texture, well, you could do just about anything you could imagine.

Please let me know if you aren’t understanding my question and I’ll try to make a visual example of what I’m looking for. Cheers,

J^2