Draw transparent images with Canvas to RenderTarget

Hello.
I’m using UCanvasRenderTarget2D to Draw some text and some texture in a canvas and then Create a texture that will be use for a material in the game. The problem I;m having is that I don’t know how to render the transparency of the texture as well.

When I have the material and the texture just in the material editor it Draws with transparency. Just like a normal material that has input pins from a Sprite.


CanvasRenderTarget = Cast<UCanvasRenderTarget2D>(UCanvasRenderTarget2D::CreateCanvasRenderTarget2D(GetWorld(), UCanvasRenderTarget2D::StaticClass(), 4096, 4096));
	CanvasRenderTarget->OnCanvasRenderTargetUpdate.AddDynamic(this, &AMainCharacter::DrawToCanvasRenderTarget);


	CanvasRenderTarget->UpdateResource();
	if(MaterialToEdit){
	
		myMaterialInstance = UMaterialInstanceDynamic::Create(MaterialToEdit, this);

		myMaterialInstance->SetTextureParameterValue(FName("TextureMaterial"), CanvasRenderTarget);
		gunDescMesh->SetMaterial(0, myMaterialInstance);
	
		CanvasRenderTarget->UpdateResource();
	}


void AMainCharacter::DrawToCanvasRenderTarget(UCanvas* Canvas, int32 Width, int32 Height)
{

		//Drawing code with UCanvas goes here...

		 
 Canvas>DrawTile(myNewTexture,0,0,1024,1024,0,0,1024,1024,BLEND_Translucent);
		

}

iI’ve tried all combinations of blend mode on the DrawTile function (or DrawTexture). Lit or Unlit. It either draws the background black when is unlit or obviously shaded when is Lit.
I know the texture is not the issue because if I use it separately (manually) it does work with transparency.

Thank you

Try clicking “Use with Editor Composite” checkbox. It fixed a related problem for me, not sure if it will fix this.