Rect Light. Using a Render Target as the Source Texture

Came up with an ugly hack that works.

I have a blueprint that detects screens and spawns my RenderTarget Blueprint per screen with a reference to each screen.

On Construction Script of my Render Target blueprint, I get the attenuation radius of the RectLight and store it as a variable.

Then On Tick, I set the RectLight’s attenuation on a FlipFlop between the default stored variable value and the default stored variable value + 1.

This is a very ugly solution, but for now, it works.

EDIT: You MUST set the Source Texture to the render target in a blueprint. If you set it as a default, this doesn’t work. Idk why.