Hello forum,
I’m trying to render a texture using SceneCapture2D that would look the same as my Scene Viewport or Game Viewport. In other words, I want to achieve the same rendering result as with a UCameraComponent.
The current issue is that Lumen doesn’t work correctly with SceneCapture2D. If SceneCapture2D doesn’t see a light source (an object with an unlit material and emission), then the influence of this light source on the environment is not visible in the final frame.
It’s important to note that Lumen behaves differently in SceneCapture2D in any case. I don’t understand why the PostProcess Volume doesn’t affect the Global Illumination Method in SceneCapture2D, and I have to manually set up Lumen.
In the image I provided, I demonstrate how I see my SceneViewport, preview with CameraActor, and the broken “RenderTarget” texture.
Please advise on how I can achieve the same frame as in the Scene Viewport but using SceneCapture2D in RenderTarget? Currently, I’m setting the GI Method in SceneCapture2D to Lumen and the Reflection Method to Lumen as well. I leave the other values at their defaults, but attempts to change them and increase quality values have not affected the final frame.
Or perhaps there’s a solution that would allow me to get the frame from ACameraActor without involving SceneCapture2D (I feel like the implementation of these two functionalities differs significantly).
I would appreciate any helpful additional information.