Export Render Target Node Produces Blank Images

Hey,

I’m following this tutorial on creating a photo mode in unreal engine:

[https://www.youtube.com/watch?v=AzJoFrO_rKc]

The scenecapturecomponent2D is correctly capturing the scene as it is displaying in the widget correctly:

Here is my implementation of the export render texture node:

The photo is saving as a png the correct size but the file is completely blank:

The scene capture component is set to final colour ldr in rgb, the texture is rtf rgba8 (i have also tried rgba8 srb and rgba16f) and i have tried toggling the a in upper left of the render target to both on and off with similar results. I believe that the alpha setting of the export may always be zero but im unsure how to fix this.

Thanks so much for any help and please let me know if i can provide any more information.

I know similar questions have been asked before but I’ve run through the answers and they’re not helping.

when you export render target alpha is flipped for some reason, if you open the image in some editing software and turn off or invert alpha image should show up.

Have you found a solution? I’m struggling with this problem too. My PNG is exported blank. When opening in photoshop the alpha channel and all the other channels are empty.

I have the same problem here… Whatever I do, whenever the format has an Alpha channel, it seems it defaults it to 0 when exporting and always produce empty images. I tried using RGB8 and other format without alpha, and it works, but always produce an ugly yellowish tint over it. If anyone have an answer as to why it’s impossible to export in RGBA8 that would be great, I’m kind of losing my mind here…

The only solution I found was to save the image as JPG, any other format would produce a blank image

After further digging into this topic I found a way to save the image as a PNG, but it has some limitations.
This solution can be applied to both nodes “Export to Disk” and “Export Render Target”, I’ve tested in Unreal Engine 5.4

I was using a translucent material as a brush to paint on the render target image, but when saving the image was always blank, this was due to the alpha channel, that somehow was always empty, even though my textures had white alpha channels and i also tried to force the alpha channel to be painted white, but it just doesn’t work with a translucent brush.

You need to set the brush material as masked, enable “Used with Editor Compositing” in the material options. The alpha clip value doesn’t have to be 0, if you need a circular brush and not a square one you can make the Alpha clip higher in order to have transparency.
The render target format must be RTF RGBA8 SRGB if you want to mantain the same colors that you see from the camera in game, otherwise use RTF RGBA8.