I’m making a Editor Utility Widget and one function is to grab screenshots of the level.
I have a Render target file created in the Content Browser, I spawn a Scene Capture 2D in my level, capture the scene, then use "Render Target 2D Create Static Texture 2D Editor Only. It outputs the textures, and RGB are fine, but the alpha is set to 0 and is ON making the display transparent. You will fine all the option I have set in the pics.
I have tried almost all the different option for the render target and the Scene Capture 2D, and would love some help finding out how to makes them come out opaque. Maybe a way to set the compression “compress without Alpha” ON at creation time?
Hope @XxpiingyxX was right and you don’t need this but… I noticed that in the settings you set the “Capture Source” parameter to “Final Color (LDR) in RGB” so i suppose that you are saving the picture with RGB values, not RGBA. So probably the render target, not receving any alpha channel data, is setting the opacity to 0 by default. Try look for an RGBA option in the “Capture Source” parameter or modify the output by manually setting the alpha channel to 1.
I have never worked on a screenshot system so i don’t know for sure if this is the problem, try and let me know.
Have a nice day
Thanks for the reply, I tried every option for the “capture source”, and none of them gets me the expected result. I ended up setting the “compress no alpha” OFF after generating all the images. Can be access with python, I could not set it through calling a set function node.
Still confused as to why I never had that issue before, but at least this is not a blocker.
I find myself now trying to figure out why the capture scene/render target do not evaluate control rigs when jumping frames . No nodes or python commands related to sequencer or level refresh or update I have found seem to help.