Screen Capture Not Rendering Shadow

Hello!

I have set up a Scene Capture Component 2D that writes to a Render Target. I am using this texture to sample the color of the central pixel of the texture.

However, the capture (or the Render Target) does not render any of the shadows in the scene (see picture). I have the Capture Source set to “Final Color (LDR) in RGB” in the Scene Capture Component, nearly every single Show Flag are turned on and the Directional Light is set to cast dynimac shadows. All of these are things I have read to be possible solutions to this issue but it’s still not working.

Please help!

So, you’re using the scene capture component 2d solely to get the color value of the central pixel. If it’s only meant to return a single pixel value, how come the render target shows two bars of color?

Also, what’s your shadowing method, and is your scene nanite or non-nanite?

shadows:

they are super costly.

the rt capture component has settings like a postprocess volume. it can set shadow quality there.

rvt:

this seems like a good time to use an rvt. there are many videos from chris murphy and prismaticadev on youtube. the former has a video called where he actually uses an rvt to get the color of the floor to color foliage.

In the picture, the “Render Target” plane is showing the full Scene Capture that is passed to the RT. I then pick the color of the central pixel of that texture. Is there a better, more optimized way of doing that? I’m still pretty new to RTs and SCCs…

For shadows I use Virtual Shadow maps and Ray Tracing, and have disabled Nanite.

that will give you less performance than using nanite. or not using vsms.