Render Target Freezes After Switching Texture

I’ll try to explain this the best I can.

  • I have an actor blueprint that includes a Widget Component and a SceneCaptureComponent2D.
  • The Widget Component is streaming a video.
  • The SceneCapture is capturing the widget and sends it to a render target texture.
  • I created some logic inside this blueprint that switches the Texture Target depending on the quality that is in Game User Settings. Activated manually.
  • There is a material that has a quality switch. It switches between render target textures.
  • The texture sizes are: 640x360, 1280x720, and 1920x1080.
  • This material is then applied to objects in the level.

Everything runs smoothly and switches textures/materials correctly except I have one issue. Whenever I switch to 1920x1080 as the render target, it freezes the output of the scene until I switch to a lower quality one. I can run the 1920x1080 render target when the level loads but not when I activate it manually. It only shows one frozen frame.

This has been messing with my head for a few days. Why would it work for every resolution except 1920x1080?