Rendering a HDRI Image sequence.

I’m working on a project where I need to render out a sequence of HDRI images from inside UE5 for use in an external tool.

The stage I’m at right now is that I can create a Texture Render Target Cube to act as the HDRI, and the manual way of converting it to a Static Texture then exporting to a .HDR is okay, but I need this to work for a sequence and to generate a texture each frame.

My approach is to use the sequencer to run an repeating event with a blueprint that activates each frame. Then I load the Render Target Cube in the blueprint, automatically convert it to a Static Texture and then Export this texture as a uniquely named file (as part of the image sequence).

Problem is that I’m stuck on how to read in the Render Target Cube and I’ve been unable to find any info online about reading it in. I’m new to UE so I lack a lot of the terminolgy to be able to look for good answers to questions, but I’m hoping somebody here might have an idea on what I should do.

Thanks,
M