The PCG Extended Toolkit is a free (libre) plugin that extends Unreal Engine' Procedural Content Generation pipeline, with a focus on building spatial relationships between points and path manipulation(and a boatload more QoL for advanced PCG workflows);
Is there any chance you could add a node which, given an existing RenderTarget object reference and BaseTexture2D created in the PCG graph, writes to the RenderTarget?
I’m pulling my hair out because every little thing in my project is setup and working… Except for the ability to write PCGPoints to a BP Variable and recall them later on in a different PCG graph because the read speed for the points from an Actor Property node is catastrophically bad for my project, but textures are pretty quick and both easy to generate points from and to while reading them from Actor Property is evidently plenty quick enough. Only issue is that there isn’t a way to write to Render Targets inside of PCG’s at the moment.
I’d do this in Materials, but I simply can’t get the information I need to generate the ‘points’ in the first place inside of materials while it was plenty easy to generate what I need in PCG…
Hey @Gaker_The_Cake! I’d recommend going on the PCGEx Discord for that kind of requests; there’s no email alert of any kind on the Epic forums so I completely missed that post ^^
There’s no need for a new node, what you want is already supported by GPU nodes and is designed for maximum efficiency. Dealing with texture on CPU is super expensive, so the ability to do the work straight on GPU is honestly the way to go especially if you’re after performance.
It does support reading and writing to any texture 2D, including render textures.