Saving a Texture2D from Material Output

Simply said, I have a landscape texture, and I want to ‘bake’ the output of it into a texture.
However, cant seem to find a way inside of UE. Or an external way for that matter, since exporting the landscape just loses the material applied to it.

So is there any such way? Again to clarify, I want to SAVE the output to a Texture2D, I don’t want to reference it in some other part of UE, just get a texture file out of it.

Hey there @Neuffexx! So this one comes with a couple of steps, but this thread goes over something similar that might help:

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Thanks for the reply.

I have attempted to do this, as per the in thread provided documentation page.
However, I am not sure if its a bit outdated and therefore missing something or if this approach is deprecated (as I couldn’t find the same documentation in the 5.1 link version).
Or of course I messed it up, because when I try to do this it will essentially not output ANYTHING to the render target.
It just remains black/blank as when first created.


Maybe I misunderstood what exactly the limitations are with this?
Is it to be any material output that can be captured in a render target?

I essentially didn’t use the ‘download node’ approach that was proposed further down the thread since I don’t have any links for it to download it from, as I want to get it explicitly from a material, unless there is some workaround to this that you are aware of?

I figured out what was the issue, it was that Render Targets ONLY work with Unlit material outputs. (at least I didn’t test any other ones, only Default Lit and Unlit).
So what is shown in that thread is indeed correct, however either I missed this step or it wasn’t mentioned not sure. But that fixed it for me.

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Fantastic work! And no you didn’t miss anything, it’s just implied normally since the material that is generated automatically with them always defaults to unlit!