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?