I want to know if I create a texture with type PF_A16B16G16R16 in C++ can I use it in material ?
I create the texture like this :
UTexture2D* DepthTexture;
DepthTexture = UTexture2D::CreateTransient(512, 424, EPixelFormat::PF_A16B16G16R16);
DepthTexture->CompressionSettings = TextureCompressionSettings::TC_VectorDisplacementmap;
and then later I assign values to irs R,G and B
will the material convert if to PF_A8B8G8R8 or not ?