I’ve been unsuccessful in getting the render to texture workflow working with Dynamic Material Instances and am assuming this is a bug. I tried making a non-dynamic material and dynamic material version of the same Blueprint using the same render targets and materials and only the non-dynamic version appears to writing to the render targets properly.
Here’s what I tested with, a rudimentary afterimage effect using two rendertargets:
I’d like to help you out with this issue. First off I have a couple of questions/comments.
I noticed something in your screenshot of the material parameters being set at runtime. The dynamic material instance that you created isn’t being being set into the material parameter for the “Draw Material to Render Target” node. You have it set to M_Phosphor_De…(can’t see the rest) essentially not putting that Dynamic Material to use. Is that intentional?
I could further assist you if you could explain exactly what it is you are trying to achieve. What is your goal here?
I was personally unable to reproduce any errors involving dynamic materials in the context you specified.
My goodness what a basic error, how embarrassing! Thank you for resolving this for me.
For anyone else interested, here’s the working setup I ended up with for a basic after image effect that I’ll be using in my [CRT screen construction suite][2]: