I need to render a flat 2D mesh which uses x and z coordinates repeatedly to a texture for a 2D game’s shadow mask.
This works fine with scene capture 2D but it quickly becomes a bottleneck. I have previously used this technique in Unity and was able to render 30+ to a texture in under 1ms.
The same task here takes over 30ms.
So I’m looking to just render a plain flat mesh to a render target quickly. The mesh does need to use a material for the WPO offsets it requires.
Some properties that could make it easier:
2D coordinates, flat or ortho rendering, no need for any depth in the mesh, triangles are fine but they must be with a material.
I am considering using a canvas with Draw Material Triangles but its a real pain.
Trying to keep it a strictly BP project if I can!
Anyone out there want to think about this problem, or suggest workarounds to avoid SceneCapture2D?