Hey,
We have an Image widget bind to a material M_RenderTarget (shading model is set to ‘Unlit’ and Usage is set to ‘Used with UI’. I have created a texture T_RenderTarget and this texture is associated to a Screen Capture Component 2D with the capture source set to ‘Scene color’ (we have the same issue with ‘Final color’). All this setup is to create a picture-in-picture in the corner of our screen where we can see through the ‘camera’ placed on a moving actor.
In our scene, we have Cascaded Shadow maps enabled for the first 200 meters and Ray traced distance field shadows beyond that and up to 1km. My light source is a directrional light, stationnary, and I’m using a Sky light (just in case that matters).
The problem he have is that on the image captured and displayed as picture-in-picture, we don’t have any dynamic shadow. The only type of shadow I see is very crude one, pitch black with very harsh contours. I also noticed that we don’t see material the same way. We set up a material blending steel and rust, it works great through the eyes of our character, but it looks like a simple grey through the picture-in-picture.
Did I miss a setting somewhere? Or is it the intented way of working? I’m using 4.7.5.
Any help would be greatly appreciated.