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?