BP - Render target (SceneCapture2D) not compatible with UMG Widget?!

This is more of a feature request than a question…

I can draw a Render Target texture in my HUD interface BP via the DrawTexture() function, but I can’t apply that texture to an Image Widget in the Widget Designer?! I can add a material, with the render target, to the Image Widget, however, it draws completely black.

I would like the ability to draw these types of textures/materials in a Widget. I would like to keep an all-Widget UI workflow in BP. This way, I won’t have to spend time normalizing UI in code, in the BP graph, and I can use the prefab widget functionality to my advantage…

I managed to do it by making a UI material and sampling the render target texture to be used as the material’s emissive colour. I’m sure you know what you’re doing, but just make sure you’re not forgetting to set the material to be unlit and to be used with UI.

You’re 100% correct. When I was prototyping I was drawing the render target on a mesh and never switched the material usage type…