I am trying to implement a heatmap (32x32) using the Draw Material To Render Target method.
It should be possible to update the heatmap at runtime. I have already successfully implemented the whole thing with Begin Draw Canvas to Render Target/End Draw Canvas to Render Target. The problem was that it was not fast enough (The app crashed after one minute). As I understood it, the problem was that only the CPU was used and not the GPU.
I currently have the following setup:
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Material DrawHeat, which draws a small circle in the correct position
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Render Target (RT_Heatmap) (32x32)
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Material Heatmap, which is ultimately responsible for the coloring
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Blueprint, where I create both materials and later execute Draw Material to Render Target based on events
I can’t solve the following problems and wanted to ask for some advice:
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I would like to keep the points I have drawn. They should remain and not disappear but only be changed (lower or higher value resp. darker or ligther color). Therefore I thought about using the Render Target (Previous Heatmap) as a parameter for the DrawHeat material, but unfortunately this does not work.
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Would you implement it in exactly the same way or is there a better way to implement a heatmap that changes at runtime?
Below I have added the blueprint nodes of all components as screenshots so that my current setup is easier to understand.
Thank you very much for your help.