I am trying to render 3D objects in my HUD. I have an UMG that gets drawn to the HUD. This UMG includes two images, one for a gray background and another for the material that has my object’s RGB and the mask.
The 3D object is in my scene with a camera and two SceneCaptureComponent2Ds pointing at it. One for color one for masking.
I placed a scenecapture2D and made a post process material for it following some tutorials.
Here is the material
This gives me the mask I use for the opacity channel.
For the color channel, I used a 2nd capture, not set to depth but set to RGB.
Here is where I use one for the opacity and one for the color:
Here is my problem, note the edges:
All my RenderTextureTargets are 1024 and are drawn as 1024 images in my UMG. I also tried 2k and other options to no avail.
All help appreciated,
Thanks in advance.