In the above, in my scene capture component, I just set the texture target to the render target. But another method just uses the DrawMaterialToRenderTarget node. For example, to copy the render target used by a scene capture component, just make a material that samples the render target captured to, and output it as emissive. Then if you draw to a different render target of the same resolution will copy it.
If you want to make sure it’s working, just BeginPlay->GetPlayerController(0)->EnableInput in whatever event graph your working in, then use a key press node of your choice to trigger it.
I found a way to do it though, took awhile. Shouldnt be this hard.
Setup the unwrap material above. Create a camera actor at (0,0,0), set to Orthographic, with OrthoWidth 100. Set X rotation to -90 and Y to -90. Set auto player activation to player 0. Any mesh you put the UV unwrapped material in will be aligned with the camera actor.
Now create a level sequence. Under the play button menu, set start to 0 and end to 1. Click the movie button “Render this movie to a video, or image frame sequence” Set output format to Custom Render Passes. Set resolution to custom 2048 by 2048. Add Render Pass: Pre Tonemap HDR color. Check Capture frames in HDR.
Record, and the UV will be saved to disk in HDR as an EXR file. When you import it, set Compression settings to HDR, the texture filtering to nearest, and MipGenSettings to NoMipMaps It doesn’t write alpha so you’ll have seams if you don’t correct for the edges.
You can sample the texture with this material and draw it to a render target to correct the seams.
This material looks for pixels that aren’t black but have black neighbors. For those pixels, it replaces the color with the average of the non-black neighbors.