TL:DR - can you change the opacity of a 2D Scene captured render texture material instance without recapturing the texture?
This one has got me stumped.
I’m trying to create a slider that allows to fade between two scenes.
What I have set so far is a 2D scene capture component, which updates a texture target, under my character camera. Physically, in front of that is a plane that has a material applied to it that is updated by the texture target.
Upon scene change, it captures the current camera, sets the material opacity to 1, loads the new scene and then fades the opacity.
That all works fine.
The problem I have is that I want to create a slider that allows the user to change the opacity of the previously captured material (creating the illusion of fading back to the previous scene)
I’ve created a slider that calls an event that creates a dynamic material instance (updated by float variable from the slider) and then updates the opacity but it’s recapturing the current camera texture every time the value slider is changed.
I’m a total newbie to Unreal so I apologise if I’m going about this all wrong - happy to be schooled!