I’ve added a SceneCapture2D object to a spectator pawn, and I’m displaying the render target texture to the HUD.
As a test, I created a post process material that does nothing but output a constant red. If I add this to the “blend able” section of the SceneCapture2D properties, it has no effect. I would expect to see the rendered texture display red.
Should post process blendables work with SceneCapture2D?
My real use for this function would be to capture the depth map into a texture. If blendables don’t work with scenecapture2d, is there an alternate way to capture the depth map into a texture?
Thanks for the response. If I apply my custom material to the camera’s post process volume as described in the link, it correctly affects the displayed render.
However, I am trying to access the depth map in my C++ code, not display it to the screen.
Maybe there’s a different way to do this? What I’m specifically trying to do is find the closest occluded point on an object behind a selected object. I was planning on doing this by comparing the depth map of the scene (minus the selected object) with the depth map of the back-faces of my selected object.