Render target format

Hello everyone,
I have a blueprint which creates a bunch of internal render targets. What I want to know is it possible to set the formats of the render targets from the blueprint, if this is not possible how would I go about this in code. Any help would be appreciated.

I solved this in c++.
Here’s the snippet code if you want and then just call it in blueprint.

#include "Runtime/Engine/Classes/Engine/TextureRenderTarget2D.h"

...

UFUNCTION(BlueprintCallable)
UTextureRenderTarget2D* CreateTexture(int32 width, int32 height, bool bForceLinearGamma, ETextureRenderTargetFormat format, EPixelFormat pxFormat = EPixelFormat::PF_FloatRGB)
{
	UTextureRenderTarget2D* _renderTarget2D = NewObject<UTextureRenderTarget2D>();
	_renderTarget2D->RenderTargetFormat = format;
	_renderTarget2D->InitCustomFormat(width, height, pxFormat, bForceLinearGamma);
	
	// add more customizations
	
	return _renderTarget2D;
}

Thank you for the code.
I have one question though, will this allow me to set the InitCustomFormat link text for each individual RenderTarget in the blueprint (FloatRGBA and PF_R16F are needed)?

Oops my bad. didn’t know you wanted to change the pixel format.

And yes you can do that also.
I updated the code. I just replaced the InitAutoFormat with InitCustomFormat (instead of using both) to avoid repetitive code.

Hi Leafarz, thank you for taking the time to answer my question and for the code.

Update, as of 4.18 the create render target 2D node in blueprints now has the format exposed.

but how do you change it ?