Hi, I’m having an interesting issue trying to make an array of UTexture2D objects persist across a certain level transition. I’m working on part of a game where we want to be able to take pictures of a scene (while ignoring the HUD and such), then display them back in a camera-roll fashion on an end-game results screen in a different level. I’m currently using a SceneCapture2D object to “capture” the scene, then constructing UTexture2Ds with its render target’s ConstructTexture2D() function.
This does allow me access to all of the pictures taken within the main level, but as of yet, I have not found a way to keep a reference to the textures across a level transition. Any ideas on how I could do so? This is probably more generally a question of transferring UObject references between levels, but I thought it might be useful to know specifically how I need this to work.
EDIT: I’ve since been told that UTextureRenderTarget2D::ConstructTexture2D might not work outside of the editor context; is that the case, and if so, is there a better solution to making a texture from a SceneCapture’s information?