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Emmisive materials not appearing on the Hud using a render target texture

So I have a game that looks like this.

alt text

Then i made an hud that covers up almost all the screen it has a draw texture component. The texture is a render target texture that has images fed to it by a camera component that is tied to the playable character with scene capture component.

But it seems to not have drawn the light from the light producing blue balls and pink characters. The lily pad with a point light close to it seems fine though.

alt text

So how do i make the HUD draw properly? Sorry about the unedited images. I couldn't figure it out after hours spent trying to solve it. Hope you guys can help.

Clues: 1.The character is a first person default character with cameras as components. The cameras have scene capture components.

alt text

2.The render target texture. Sorry about the quality again.

alt text

  1. The Hud Blueprint.

alt text

The question now might be why. I'm pretty much a newbie and was trying to make the game with an option of cross eye 3d[You put your eyes in weird positions to make 2 images taken with small offsets into one, and the image comes in 3d] from the player perspective. I couldn't think of anything better than drawing 2 textures on an Hud. Alternate solutions if they exist would be a lifesaver. I'm very curious about why it doesn't work.

Thank you for taking your time to read through this unprofessional post to try and help. Thanks

Product Version: UE 4.10
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asked Feb 26 '16 at 12:10 PM in Rendering

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