Edit: How can I export the RenderTarget as a Texture (TGA) out of UE using blueprint?
I’m trying to export BaseColor Texture out of my Procedural Material by creating a dynamic
Render Target 2D and then
Export Render Target.
But I can’t open the files in 3rd party applications like Krita/photoshop or even view them,
I assume it is because I’m exporting Render Target Data but not the Texture.
But I can import it back in UE as Texture.
So then I changed my
Render to Texture function to this by creating a
Texture 2D object and
Convert Render Target to Texture2D and then
Export Texture 2D.
But now I can’t even open the file in any 3rd party application, and when I import it into UE, surprisingly, it Creates
Texture Cube! I can’t make sense out of it.
Then I try replacing
Export Texture 2D with
Export to Disk.
But it throws errors.
LogTexture: Display: Building textures: Texture2D_0 (AutoDXT, 1024X1024) LogScript: Error: Script Msg: Invalid texture supplied. LogScript: Error: Script call stack: MaterialBreaker_C.Render to Texture MaterialBreaker_C.BakeMaterial MaterialBreaker_C.ExecuteUbergraph_MaterialBreaker MaterialBreaker_C.BndEvt__RenderM2TR_Button_157_K2Node_ComponentBoundEvent_7_OnButtonClickedEvent__DelegateSignature
I even try changing it to
Render Target Create Static Texture Editor Only using
Export Texture 2D and
Export to Disk.
Both results are the same as
Texture 2D results, only it does create Texture in UE content editor, but nothing on the disk.
I’m wondering if I’m doing something wrong or there is another solution to this?