Capturing "Detailed Lighting" View Mode to a Render Target for Gameplay Use

Hi all,

I’m trying to find a way to capture something equivalent to Unreal Engine’s Detailed Lighting view mode and write it into a render target for use during gameplay.

I’m wondering:

  • Would this require modifying the engine source to tap into the deferred renderer at the right stage?
  • Is there any existing mechanism or workaround that might allow me to extract or replicate this pass?
  • Any pointers on where in the rendering pipeline the “Detailed Lighting” view mode is defined or how it’s implemented internally?

Appreciate any guidance or experience anyone can share on this.