If you want In Game Screenshots then you should try High Res Screenshot, it is standard Practice for that Purpose.
Here is additional Post and Forum Topic which can help your doubts for High Res Screenshot with Custom Directory
If you want to Bake Texture or something Similar then Render Target will be Best for that.
You can do that with Editor Utility Widget (But it won’t work on Packaged/Shipping Game).
Thanks for the reply. I am not looking necessarily for screenshots, but to build a camera in-game which can display the photos as textures i.e. in a photo album widget or as paintings on walls etc. The screenshot feature could work, but then I wonder how I can read the photo directory and get it in a blueprint as a texture? Any ideas? Thanks!
you can do this without custom c++. export the shot to disk with the Export Render Target to PNG node from the Kismet Rendering library (give it a stable path like FPaths::ProjectUserDir() + a photo folder), then load it back with Import File as Texture from the same library to feed the image in yor widget. for the album part, naming each file like photo_0001.png lets you rebuild the list with a simple loop over the index range instead of scanning the directory yourself. and if you want the album to also pick up photos that where dropped into that folder by the player or external tools while the game runs, you can also try Runtime Directory Watcher, a windows-only programming plugin for unreal engine that fires blueprint events when files appear/change/disappear in a watched folder and async loads png or jpg from it into texture2d with the frame hitch: Runtime Directory Watcher — Hot-Folder File Events & Async Texture Loader | Fab