I am trying to reproduce these instructions for baking my own speedtree’s depth to no avail. This is what i have figured out on a blank scene with RenderToTexture_LevelBP:
-Chose Render Type: 3d Imposter Sprites in Capture Settings Panel
-Selected TreeHill02 mesh from Open World Demo Collection on Instance mesh
-clicked on ‘Base Color, Normal, Opacity and Scene Color’ check boxes
-clicked the ‘Output Depth Maps’ checkbox
-filled out the 6 opacity mask and 6 opacity channels for this tree with the corresponding material base color textures and masks to RGBA(0,0,0,1)
-run “ke * renderimposter” on console
All channels come out fine on Saved/Screenshots/Windows/ but the depth, I have noticed the Pawn spits out an error accessing a variable ‘Imposter Mesh Components’ on a routing which seems like the proper place where it should render depth, but thse mesh components are never initialized in RenderToTexture_LevelBP. Help?