I have a scene with two Scene Capture 2D components. One is for rendering out a the depth, and is grayscale and another one is rendering the full color. Both of them are connected into the same material. It works perfectly when I play within the editor, but when I package the game only the grayscale one works, the full color one only gives me black. Any idea of what might be causing this issue?
Hi Ben,
Would you mind sharing your material setups for each of these, so that I can make sure I have the same setup as you?
I’d rather set this up like you have than playing guess work. Once I have your repro steps and setup I’ll see if I can reproduce what you’re doing and go from there.
Thank you!
Tim
I made this, hopefully it’s clear enough http://i.imgur.com/WgSpJ4Y.png tell me if there’s anything else you need to know.
And also don’t hesitate to speak up if you know of a better approach to doing this, I followed a tutorial that was doing somewhat the same thing and hacked my way to a result, but for all I know there’s a much easier way of doing this.
Hello BenBandu,
To help clarify a few things could you show me a screenshot of what exactly you are adding as your blendables within your Scene Captures Post Processing? Also, could you please show which flags you have turned off within your scene captures?
I am assuming you have those two guns in your scene and you have eliminated everything else other than those static meshes in order to derive the scene capture2D. If this is the case please let me know and any steps you took in this process.
What we have done is set up a test with the first person shooter project in 4.8.3. From there I used one scene capture to derive an image from a large yellow cube. From there I assigned the Render Target Material to the UMG. Then I added a trigger event to allow me to enter the trigger and the image will be spawned on screen. You do not need two scene captures in order to call the image when the widget is called.
NOTE: In 4.10 there is an option for your material mode to be set to User Interface. There are limitations of this material but it is meant to be used for slate and for UI.
I was able to package the test game and run the .exe. I was able to trigger the event to call the yellow box with full color in front of me.
There could be an issue with both of your captures fighting for what to be rendered after packaging. However, with this workflow I am able to achieve full color in my UMG after packaging.
Let me know if there are any steps you are unclear on or if you require further clarification on this workflow.