# \#render-target

**URL:** https://forums.unrealengine.com/tag/render-target/1134.md

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## [Resource-\>ReadPixels is very slow... faster way?](https://forums.unrealengine.com/t/resource-readpixels-is-very-slow-faster-way/345352)

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**Author:** [@anonymous\_user\_69b87708](https://forums.unrealengine.com/u/anonymous_user_69b87708)\
**Replies:** 18\
**Last updated:** [October 19, 2026, 6:59am UTC](https://forums.unrealengine.com/t/resource-readpixels-is-very-slow-faster-way/345352 "2026-10-19T06:59:04Z")

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I have set up a 2DSceneCapture component and using c++, I access the render target and read the pixels, like so: void MyActor::UpdateBuffer( ) { TArray\<FColor\> ColorBuffer; if (RenderTarget != NULL) { FTextureRender…

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## [RenderTarget with PF\_G16 format still do some steps in floating point](https://forums.unrealengine.com/t/rendertarget-with-pf-g16-format-still-do-some-steps-in-floating-point/2499332)

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**Author:** [@HellFireHE](https://forums.unrealengine.com/u/HellFireHE)\
**Replies:** 1\
**Last updated:** [October 15, 2026, 9:59am UTC](https://forums.unrealengine.com/t/rendertarget-with-pf-g16-format-still-do-some-steps-in-floating-point/2499332 "2026-10-15T09:59:55Z")

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TLDR: I tried to setup fixed uint 16b rendering pipeline using USceneCaptureComponent2D but still someting is done in float16. My high level idea is to get an RVT heightmap access from CPU level. My goal is to get arra…

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## [\[SceneCapture2D\] Can stencil IDs be read directly from render target without post process material?](https://forums.unrealengine.com/t/scenecapture2d-can-stencil-ids-be-read-directly-from-render-target-without-post-process-material/2200236)

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**Author:** [@amjcrawford](https://forums.unrealengine.com/u/amjcrawford)\
**Replies:** 8\
**Last updated:** [October 15, 2026, 9:49am UTC](https://forums.unrealengine.com/t/scenecapture2d-can-stencil-ids-be-read-directly-from-render-target-without-post-process-material/2200236 "2026-10-15T09:49:43Z")

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I’m prototyping a photography mode / ID system where players can photograph the world and essentially unlock a codex of info about subject(s) that exist in the game’s database (think pokemon snap). When the player snaps…

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## [Read Pixel outputs different results depending on platform?](https://forums.unrealengine.com/t/read-pixel-outputs-different-results-depending-on-platform/732822)

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**Author:** [@Nonlin](https://forums.unrealengine.com/u/Nonlin)\
**Replies:** 10\
**Last updated:** [October 15, 2026, 9:44am UTC](https://forums.unrealengine.com/t/read-pixel-outputs-different-results-depending-on-platform/732822 "2026-10-15T09:44:41Z")

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I’m trying to prototype a game mechanic that entails reading a single pixel from a scene capture 2D component. The issue is that although I can get the results I want in editor on Windows, when I compile for mobile on a…

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## [Blurry textures through scene capture component when level starts](https://forums.unrealengine.com/t/blurry-textures-through-scene-capture-component-when-level-starts/428371)

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**Author:** [@Kmack](https://forums.unrealengine.com/u/Kmack)\
**Replies:** 6\
**Last updated:** [September 17, 2026, 4:50pm UTC](https://forums.unrealengine.com/t/blurry-textures-through-scene-capture-component-when-level-starts/428371 "2026-09-17T16:50:39Z")

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I’m using a scene capture component to project a camera view onto a render target, but seeing what appear to be LOD issues or possibly texture streaming issues when the level first starts up. The object containing the s…

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## [Lumen And SceneCapture2D (UE5)](https://forums.unrealengine.com/t/lumen-and-scenecapture2d-ue5/2711389)

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**Author:** [@Nizami\_Nz](https://forums.unrealengine.com/u/Nizami_Nz)\
**Replies:** 1\
**Last updated:** [September 9, 2026, 1:42am UTC](https://forums.unrealengine.com/t/lumen-and-scenecapture2d-ue5/2711389 "2026-09-09T01:42:39Z")

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If anyone has encountered a problem where SceneCaptureComponent2D displays an incorrect image (without Lumen), here is the solution: Enable Global Illumination Method → Lumen (even if it’s already set in the global se…

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## [SceneCaptureComponent2D with Capture Every Frame disables Global Distance Field in the main view](https://forums.unrealengine.com/t/scenecapturecomponent2d-with-capture-every-frame-disables-global-distance-field-in-the-main-view/2734941)

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**Author:** [@Mick129](https://forums.unrealengine.com/u/Mick129)\
**Replies:** 2\
**Last updated:** [August 13, 2026, 7:32am UTC](https://forums.unrealengine.com/t/scenecapturecomponent2d-with-capture-every-frame-disables-global-distance-field-in-the-main-view/2734941 "2026-08-13T07:32:04Z")

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Summary In Unreal Engine 5.8, enabling Capture Every Frame on a SceneCaptureComponent2D with a TextureRenderTarget2D causes Global Distance Field material functions in the main viewport to stop working. Disabling Capt…

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## [SceneCapture2D causes random frame spikes even with a 64x64 Render Target](https://forums.unrealengine.com/t/scenecapture2d-causes-random-frame-spikes-even-with-a-64x64-render-target/2735390)

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**Author:** [@BioFrost.in](https://forums.unrealengine.com/u/BioFrost.in)\
**Replies:** 0\
**Last updated:** [July 13, 2026, 12:38pm UTC](https://forums.unrealengine.com/t/scenecapture2d-causes-random-frame-spikes-even-with-a-64x64-render-target/2735390 "2026-07-13T12:38:52Z")

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Hi everyone, I’m investigating a performance issue related to SceneCapture2D. I have two completely different SceneCapture2D actors in my project (one is from a plugin and one is my own implementation), and both exhibi…

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## [How to create a custom G-Buffer ?](https://forums.unrealengine.com/t/how-to-create-a-custom-g-buffer/280989)

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**Author:** [@anonymous\_user\_b9fdc589](https://forums.unrealengine.com/u/anonymous_user_b9fdc589)\
**Replies:** 8\
**Last updated:** [May 27, 2026, 8:30pm UTC](https://forums.unrealengine.com/t/how-to-create-a-custom-g-buffer/280989 "2026-05-27T20:30:51Z")

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Hello, In an other game engine I was able to work with a great feature that allowed me to render something in a specific render “layer”. This allowed me to draw some meshes only in a specific render to texture and use t…

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## [How do i get rid of the gaps in the lines? ](https://forums.unrealengine.com/t/how-do-i-get-rid-of-the-gaps-in-the-lines/2724338)

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**Author:** [@Mathos1453](https://forums.unrealengine.com/u/Mathos1453)\
**Replies:** 5\
**Last updated:** [May 26, 2026, 2:57am UTC](https://forums.unrealengine.com/t/how-do-i-get-rid-of-the-gaps-in-the-lines/2724338 "2026-05-26T02:57:02Z")

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i’m using draw canvas to render target to make a simple drawing UI, but the lines always have these gaps in them, how do i make the lines smooth? i’m almost certain that i need to do something with the lerp, but nothing…

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## [Render target / scene capture 2d bug](https://forums.unrealengine.com/t/render-target-scene-capture-2d-bug/2722323)

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**Author:** [@Lamaral14](https://forums.unrealengine.com/u/Lamaral14)\
**Replies:** 0\
**Last updated:** [May 15, 2026, 11:10am UTC](https://forums.unrealengine.com/t/render-target-scene-capture-2d-bug/2722323 "2026-05-15T11:10:34Z")

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Does anyone knows why my scene capture looks normal in one level like this: and the same exact set up in other level looks like this?:

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## [Render Target exports as fully transparent PNG regardless of material or texture settings](https://forums.unrealengine.com/t/render-target-exports-as-fully-transparent-png-regardless-of-material-or-texture-settings/2712806)

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**Author:** [@MarkEntingh](https://forums.unrealengine.com/u/MarkEntingh)\
**Replies:** 1\
**Last updated:** [April 21, 2026, 12:03pm UTC](https://forums.unrealengine.com/t/render-target-exports-as-fully-transparent-png-regardless-of-material-or-texture-settings/2712806 "2026-04-21T12:03:23Z")

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Summary I’m rendering an unlit material to a Render Target 2D and attempting to export it as a PNG, but the exported file is always fully transparent (0 alpha on every pixel) even though the material renders correctly an…

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## [SceneCapture 2d massive Vram leak in UE5 - (tested in UE4 with no problems).](https://forums.unrealengine.com/t/scenecapture-2d-massive-vram-leak-in-ue5-tested-in-ue4-with-no-problems/2701481)

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**Author:** [@Poet\_11](https://forums.unrealengine.com/u/Poet_11)\
**Replies:** 1\
**Last updated:** [April 21, 2026, 5:42am UTC](https://forums.unrealengine.com/t/scenecapture-2d-massive-vram-leak-in-ue5-tested-in-ue4-with-no-problems/2701481 "2026-04-21T05:42:29Z")

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Hi, I’ve noticed everytime i have a scenecapture2d which is updated in the editor it shoots up the Vram from a typical 5 gb to 16+ crashing my gpu in seconds. The render to texture target is very small in size 128 by 1…

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## [Cant draw additive alpha to rendertarget. Help.](https://forums.unrealengine.com/t/cant-draw-additive-alpha-to-rendertarget-help/2716003)

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**Author:** [@somawheels](https://forums.unrealengine.com/u/somawheels)\
**Replies:** 0\
**Last updated:** [April 16, 2026, 9:17pm UTC](https://forums.unrealengine.com/t/cant-draw-additive-alpha-to-rendertarget-help/2716003 "2026-04-16T21:17:00Z")

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I am trying to draw a material to a rendertarget, using an “Additive” blend mode material. The rgb channels are rendered to the texture additively, as id expect, but I cant figure a way to make the alpha channel also bl…

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## [How to read from a RTF\_R32f rendertarget](https://forums.unrealengine.com/t/how-to-read-from-a-rtf-r32f-rendertarget/430146)

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**Author:** [@anonymous\_user\_897e28be](https://forums.unrealengine.com/u/anonymous_user_897e28be)\
**Replies:** 4\
**Last updated:** [April 15, 2026, 2:57pm UTC](https://forums.unrealengine.com/t/how-to-read-from-a-rtf-r32f-rendertarget/430146 "2026-04-15T14:57:21Z")

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Hello everyone, I’m having a bit of a problem with getting the data out of a TextureRenderTarget2D with the format RTF\_R32f. I can’t find a perfect match for that problem in the methods of any related class and when I d…

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## [I need to keep the brightness and colors exactly the same as in the original image.](https://forums.unrealengine.com/t/i-need-to-keep-the-brightness-and-colors-exactly-the-same-as-in-the-original-image/453926)

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**Author:** [@anonymous\_user\_90849a35](https://forums.unrealengine.com/u/anonymous_user_90849a35)\
**Replies:** 2\
**Last updated:** [March 16, 2026, 8:31pm UTC](https://forums.unrealengine.com/t/i-need-to-keep-the-brightness-and-colors-exactly-the-same-as-in-the-original-image/453926 "2026-03-16T20:31:55Z")

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I need to keep the brightness and colors exactly the same as in the original image. I’ve been using unrealengine for some years, and I’d like to know. if possible keep the colors exactly the same, in the texture. It rea…

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## [I need help to make an HUD to see all the players connected cameras. ](https://forums.unrealengine.com/t/i-need-help-to-make-an-hud-to-see-all-the-players-connected-cameras/2706496)

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**Author:** [@Heernandez](https://forums.unrealengine.com/u/Heernandez)\
**Replies:** 1\
**Last updated:** [March 16, 2026, 2:05pm UTC](https://forums.unrealengine.com/t/i-need-help-to-make-an-hud-to-see-all-the-players-connected-cameras/2706496 "2026-03-16T14:05:59Z")

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Hello, i am triying to do an utility to see the cameras of all players connected, but after +30 hours of triying im done, do anuone know something of how to do it? i am using render target cuz i want it dynamic

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## [\[UE 5.6\] Scene Capture 2D exports black PNG despite correct render target preview](https://forums.unrealengine.com/t/ue-5-6-scene-capture-2d-exports-black-png-despite-correct-render-target-preview/2615880)

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**Author:** [@eric.kemmer73](https://forums.unrealengine.com/u/eric.kemmer73)\
**Replies:** 4\
**Last updated:** [March 4, 2026, 4:58am UTC](https://forums.unrealengine.com/t/ue-5-6-scene-capture-2d-exports-black-png-despite-correct-render-target-preview/2615880 "2026-03-04T04:58:48Z")

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My Scene Capture 2D Component exports completely black PNG files, even though the render target displays correctly in the editor. Setup: Engine Version: UE 5.6 Project: Fresh project using default “Open World” level R…

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## [RenderTarget whitewashed on Medium+ settings ](https://forums.unrealengine.com/t/rendertarget-whitewashed-on-medium-settings/2701189)

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**Author:** [@Arachnodev](https://forums.unrealengine.com/u/Arachnodev)\
**Replies:** 0\
**Last updated:** [February 20, 2026, 2:05pm UTC](https://forums.unrealengine.com/t/rendertarget-whitewashed-on-medium-settings/2701189 "2026-02-20T14:05:50Z")

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The above images show the render target from a scenecapture2D in my scene for low and medium+ engine scalability. The image below is what the scenecapture2d sees but for some reason the render target appears white…

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## [How to share nDisplay output as a render target texture?](https://forums.unrealengine.com/t/how-to-share-ndisplay-output-as-a-render-target-texture/2300683)

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**Author:** [@polyclick](https://forums.unrealengine.com/u/polyclick)\
**Replies:** 3\
**Last updated:** [February 10, 2026, 6:17pm UTC](https://forums.unrealengine.com/t/how-to-share-ndisplay-output-as-a-render-target-texture/2300683 "2026-02-10T18:17:35Z")

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Hi all! Really simple question, but I can’t seem to figure it out: How do I share what I see on an nDisplay to a render target texture? I have the most basic nDisplay setup, 1 flat plane and a DefaultViewPoint. My clus…

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## [Car Mirror creation](https://forums.unrealengine.com/t/car-mirror-creation/2586944)

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**Author:** [@EraserTR](https://forums.unrealengine.com/u/EraserTR)\
**Replies:** 5\
**Last updated:** [December 5, 2025, 7:29am UTC](https://forums.unrealengine.com/t/car-mirror-creation/2586944 "2025-12-05T07:29:59Z")

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I’m trying to create high quality car mirrors for my game and it’s driving me crazy. Google points me to making a simple reflective material exactly like the cars I’m using came with, but its not something a player can …

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## [Draw Material to Render Target is low resolution](https://forums.unrealengine.com/t/draw-material-to-render-target-is-low-resolution/2673489)

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**Author:** [@BiaXThePanda1](https://forums.unrealengine.com/u/BiaXThePanda1)\
**Replies:** 1\
**Last updated:** [November 17, 2025, 2:31pm UTC](https://forums.unrealengine.com/t/draw-material-to-render-target-is-low-resolution/2673489 "2025-11-17T14:31:52Z")

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For my dungeons theme I only have one material. And it is applied to all walls. In the material I have a render target texture. With the creation of the dungeon, I draw on that render target with another already created…

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## [Render target packing optimizations](https://forums.unrealengine.com/t/render-target-packing-optimizations/2659638)

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**Author:** [@SlayerOfWhales](https://forums.unrealengine.com/u/SlayerOfWhales)\
**Replies:** 1\
**Last updated:** [September 25, 2025, 6:16am UTC](https://forums.unrealengine.com/t/render-target-packing-optimizations/2659638 "2025-09-25T06:16:42Z")

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Hello, I have been working on a simple water sim for fun lately and have come to a divergence point regarding the structure of the project. Let’s consider three single channel, low precision render targets: Foam, Old fo…

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## [Create Render Target at runtime (or set size)](https://forums.unrealengine.com/t/create-render-target-at-runtime-or-set-size/294775)

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**Author:** [@anonymous\_user\_6f08600d](https://forums.unrealengine.com/u/anonymous_user_6f08600d)\
**Replies:** 7\
**Last updated:** [September 10, 2025, 5:52pm UTC](https://forums.unrealengine.com/t/create-render-target-at-runtime-or-set-size/294775 "2025-09-10T17:52:44Z")

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So, I’m trying to use a Scene Capture 2D for rendering reflections, but I don’t want to have to manually set up a new Render Target for every reflective surface. Instead, I made a blueprint that used a Canvas Render Targ…

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## [Render Target will not change filtering methods in Shipping Builds](https://forums.unrealengine.com/t/render-target-will-not-change-filtering-methods-in-shipping-builds/2637610)

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**Author:** [@Luductions](https://forums.unrealengine.com/u/Luductions)\
**Replies:** 0\
**Last updated:** [August 11, 2025, 7:16am UTC](https://forums.unrealengine.com/t/render-target-will-not-change-filtering-methods-in-shipping-builds/2637610 "2025-08-11T07:16:55Z")

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Hey, I have a 100x100 sized render texture that i’m trying to make have a “pixel” effect. Initially it was a pretty easy fix, simply just setting the “Texture Group” to “2D Pixels (Unfiltered)” which gave the intended re…

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## [How to Properly capture image using render targets and free them and performance monitoring for rendertargets.](https://forums.unrealengine.com/t/how-to-properly-capture-image-using-render-targets-and-free-them-and-performance-monitoring-for-rendertargets/2579921)

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**Author:** [@dhashuml](https://forums.unrealengine.com/u/dhashuml)\
**Replies:** 2\
**Last updated:** [June 30, 2025, 2:31am UTC](https://forums.unrealengine.com/t/how-to-properly-capture-image-using-render-targets-and-free-them-and-performance-monitoring-for-rendertargets/2579921 "2025-06-30T02:31:35Z")

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Hello Everyone, I’m working on a high frequency image generator (does some processing after that so can’t really rely on current plugins and solutions), and I’m using readsurfacefloatdata for 12 images each of 512X512 p…

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## [How to only erase a specific color channel from a render target ](https://forums.unrealengine.com/t/how-to-only-erase-a-specific-color-channel-from-a-render-target/2559158)

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**Author:** [@Nexxus811](https://forums.unrealengine.com/u/Nexxus811)\
**Replies:** 0\
**Last updated:** [June 15, 2025, 9:07pm UTC](https://forums.unrealengine.com/t/how-to-only-erase-a-specific-color-channel-from-a-render-target/2559158 "2025-06-15T21:07:12Z")

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I made a material that paints to a render target using the “Draw canvas to render target” node shown in the image below. What I want this material to do is only allow for the user to paint over only the red areas of the…

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## [Render target cause fps loss because of Volumetric Clouds](https://forums.unrealengine.com/t/render-target-cause-fps-loss-because-of-volumetric-clouds/475549)

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**Author:** [@MESHOCK\_GAMES](https://forums.unrealengine.com/u/MESHOCK_GAMES)\
**Replies:** 7\
**Last updated:** [June 8, 2025, 5:26pm UTC](https://forums.unrealengine.com/t/render-target-cause-fps-loss-because-of-volumetric-clouds/475549 "2025-06-08T17:26:23Z")

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I noticed that volumetric clouds cause fps loss when using a render target. So is there a way to not render volumetric clouds in scene capture component 2d?

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## [Scene capture 2D Camera does not capture the big water waves (Official Water plugin)](https://forums.unrealengine.com/t/scene-capture-2d-camera-does-not-capture-the-big-water-waves-official-water-plugin/491555)

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**Author:** [@Gr0bb](https://forums.unrealengine.com/u/Gr0bb)\
**Replies:** 5\
**Last updated:** [May 28, 2025, 6:59am UTC](https://forums.unrealengine.com/t/scene-capture-2d-camera-does-not-capture-the-big-water-waves-official-water-plugin/491555 "2025-05-28T06:59:45Z")

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Scene capture 2D Camera does not capture the big water waves (Official Water plugin). Does anyone know what the problem is?

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## [Accessing "Detailed Lighting" Data in Code for Gameplay](https://forums.unrealengine.com/t/accessing-detailed-lighting-data-in-code-for-gameplay/2526247)

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**Author:** [@X-perto](https://forums.unrealengine.com/u/X-perto)\
**Replies:** 3\
**Last updated:** [May 25, 2025, 1:02pm UTC](https://forums.unrealengine.com/t/accessing-detailed-lighting-data-in-code-for-gameplay/2526247 "2025-05-25T13:02:12Z")

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Hey everyone, I’m trying to figure out how to capture something like Unreal’s “Detailed Lighting” view mode and write it into a render target so I can use it during gameplay. The idea is to isolate just the lighting (l…

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