I have documentation written and submitted to some people to help clean it up for review. I will post it here for now. Sorry it should be up soon!
Basic Usage:
The RenderToTexture Blueprint works by using a bare-bones GameMode setup. There is a companion asset called the RenderToTexture_Game which references the RenderToTexture_Pawn. The Pawn is a very basic blueprint that simply has a Camera Component set to orthographic and a few event graph nodes to setup the rendering console commands.
The first step to using these tools is to create a new blank level and assign the RenderToTexture_GameMode as the GameMode in the World Settings:
Blueprint’/Engine/ArtTools/RenderToTexture/Blueprints/RenderToTexture_Game.RenderToTexture_Game’
You must then Place the RenderToTexture_LevelBP into the level. It is located at:
Blueprint’/Engine/ArtTools/RenderToTexture/Blueprints/RenderToTexture_LevelBP.RenderToTexture_LevelBP’
This method currently saves .bmp format images. It is currently necessary to open and resave as .tga using an image processing tool. In practice that is not a big deal since in most cases you will want to render at a large res and downsample using an image processing pass later.
Note: In UE4.3, there is a minor bug with the blueprint that requires you to place it at world location 0,0,0. If it is moved outside of 0,0,0, the camera will not align properly with the target.
You must also place a playerstart in the level that has 0 for all rotation values.
Note: In 4.3 you must also go to Editor-> Preferences → Play (or click the small down arrow next to the “Play” button and choose advanced settings). Then you must type in a size that is a power of 2 (or at least square if you are planning to downsample later) for the “New Window Size” setting. I suggest you use 512x512 to keep the window small as that will not affect quality.
The setting to choose which type of basic function will be performed is located under the ‘Default’ Group up top. Below you can see Property Groups for the various functions:
Here you can see the options for “Render Type” expanded. Which option is selected here determines which function gets performed and which settings below are relevant.
The only Property Group besides Default that is relevant to all functions is the “Capture Settings” group. This group allows you to select which buffer targets you wish to save. For most cases BaseColor and Normal are sufficient. To render out opacity masks the “Decal Mask” option works well.