Long story short I’m getting some weird looking results in the Alpha Channel of my Render Target that I used to render a material to with my Blueprint.
I searched far and wide for answers, but came short of a solution
So I set up a quick test to show what I’ve been getting and what I was… expecting to get
So here is my material. In this case I rendered two sets of gradients - essentially the Red and Green Channels should be identical to the Blue and Alpha Channels - I used the lerp node to invert the alpha just in case, but I essentially got the same results with the 1-x node.
Here is the Blueprint I used to render out the material.
And here is the final result.
All looks as expected until we compare the Green Channel below (the red and blue channels are identical as expected)
And the Alpha Channel
As you can see despite the same values going into the channels (okay the alpha was inverted) I get some very different results?
The values seem to have shifted in the alpha channel, so could there be some way or restoring them to what they should be for example when we read the texture in a new material?
I tried using different Render Target format, but no dice Alpha still looks different compared to my Blue Channel…
Did I mess up something when I inverted the Alpha or is this an engine thing t(his is on UE4.23)?
Sooo has anyone else encountered this?
Anyone know a fix?
Any help will be suuuper appreciated!