# Create Render Target at runtime (or set size)

**URL:** <https://forums.unrealengine.com/t/create-render-target-at-runtime-or-set-size/294775>\
**Category:** Blueprint\
**Tags:** unreal-engine, render-target, Blueprint, question\
**Created:** [September 28, 2014, 11:31am UTC](https://forums.unrealengine.com/t/create-render-target-at-runtime-or-set-size/294775 "2014-09-28T11:31:08Z")\
**Posts on this page:** 8\
**Page:** 1

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**Author:** ![anonymous\_user\_6f08600d](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_6f08600d](https://forums.unrealengine.com/u/anonymous_user_6f08600d)\
**Post date:** [September 28, 2014, 11:31am UTC](https://forums.unrealengine.com/t/create-render-target-at-runtime-or-set-size/294775/1 "2014-09-28T11:31:08Z")

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So, I’m trying to use a Scene Capture 2D for rendering reflections, but I don’t want to have to manually set up a new Render Target for every reflective surface. Instead, I made a blueprint that used a Canvas Render Target 2D (the only Render Target available in Blueprints, it seems), created dynamically, to render the reflections onto. However, this did not work when played in a standalone window. I changed this out for a Render Target asset, only to find, to my irritation, that I can’t create these at run time, or even change settings such as the size (so I can scale the Render Target down to improve performance for lower-end machines). I would like to be able to configure all my settings from the one blueprint, to aid the workflow. Is there a way I can do this, or is it just not possible?

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**Author:** ![Lovecraft\_K](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Lovecraft\_K](https://forums.unrealengine.com/u/Lovecraft_K)\
**Post date:** [September 29, 2014, 8:26pm UTC](https://forums.unrealengine.com/t/create-render-target-at-runtime-or-set-size/294775/2 "2014-09-29T20:26:23Z")

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Hey Hoeloe -

You cannot create a texture at runtime in blueprints. You can however do it through a C++ implementation, a user has posted a wiki detailing a possible implementation, [A new, community-hosted Unreal Engine Wiki - Announcements - Unreal Engine Forums](https://wiki.unrealengine.com/Dynamic_Textures)

Thank You

Eric Ketchum

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**Author:** ![anonymous\_user\_6f08600d](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_6f08600d](https://forums.unrealengine.com/u/anonymous_user_6f08600d)\
**Post date:** [September 29, 2014, 8:36pm UTC](https://forums.unrealengine.com/t/create-render-target-at-runtime-or-set-size/294775/3 "2014-09-29T20:36:42Z")

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That’s a shame. It’s a pity there are so many functions missing from Blueprints, especially when it’s just a case of creating an object.

Out of interest, is it possible to change the size of a Render Texture? I know you can change most of the parameters, but the resolution doesn’t seem to be one of them.

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**Author:** ![Slavq](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Slavq](https://forums.unrealengine.com/u/Slavq)\
**Post date:** [January 10, 2016, 7:26pm UTC](https://forums.unrealengine.com/t/create-render-target-at-runtime-or-set-size/294775/4 "2016-01-10T19:26:41Z")

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Can we store a single render target texture for each object individually, even without saving textures on a disk? Just to keep the texture information (some texture object?) in memory that would exist only at runtime.  
Something like this would also be very helpful for creating things like @anonymous_user_386a1ac8

For example, let’s say we have procedurally generated people, so every person has random face, hair, etc. They all want to take a selfie and store it in their pockets until the game session ends/next level loads.  
Is there some way to achieve this with blueprints?

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**Author:** ![anonymous\_user\_10b75a231](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_10b75a231](https://forums.unrealengine.com/u/anonymous_user_10b75a231)\
**Post date:** [December 16, 2016, 8:55pm UTC](https://forums.unrealengine.com/t/create-render-target-at-runtime-or-set-size/294775/5 "2016-12-16T20:55:00Z")

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There is now a static node called Create Render Target 2D which can be called from Actors and Components. You can supply the desired Width and Height.

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**Author:** ![VtojeC\_V](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/vtojec_v/32/548974_2.png) [@VtojeC\_V](https://forums.unrealengine.com/u/VtojeC_V)\
**Post date:** [July 24, 2022, 4:29pm UTC](https://forums.unrealengine.com/t/create-render-target-at-runtime-or-set-size/294775/6 "2022-07-24T16:29:42Z")

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Yes, but how can you supply it with custom picture instead of black-ish stuff?

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**Author:** ![ProGamer02224](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/progamer02224/32/88707_2.png) [@ProGamer02224](https://forums.unrealengine.com/u/ProGamer02224)\
**Post date:** [September 8, 2023, 5:57am UTC](https://forums.unrealengine.com/t/create-render-target-at-runtime-or-set-size/294775/7 "2023-09-08T05:57:36Z")

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Its black because you have just created a blank render target.  
I know this is not the proper way, but just another way of doing it.  
Create a material with the image or even in world camera and in blue print after you create a render target there is an option to draw material to render target.  
Hope this helps for now.

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**Author:** ![phil123456](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@phil123456](https://forums.unrealengine.com/u/phil123456)\
**Post date:** [September 10, 2025, 5:52pm UTC](https://forums.unrealengine.com/t/create-render-target-at-runtime-or-set-size/294775/8 "2025-09-10T17:52:44Z")

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one cannot even GET the size of a render target
