Transparency in Render Target 2D shows up black
I'm trying to render a 3d widget onto a 2d texture, using a render target 2d asset created from within the editor and the FWidgetRenderer class at runtime, from within C++. But any transparency in the widget shows up as black in the resulting texture (I'm using this in the context of stereo layers for VR).
Is there anything I need to do to enable transparency when rendering or displaying the rendered texture?
I just did some tests and it seams the deal is that I cannot set the clear color of the texture to "Transparent" from within the editor. That is, if in C++ I grab a reference to the texture I created in the editor and at runtime do
So I guess the question is how does one set the clear color of a render target texture from within the editor?
According to the 4.14 release notes:
The "SceneColor (HDR) in RGB, Inv Opacity in A" option can be used to render objects with translucency into a texture which can then be alpha-blended over a scene or widget blueprint.
Not sure if that's any help. It's under the "New: Scene Capture Improvements on Mobile" section of the release notes for 4.14.
answered Jan 10 '17 at 08:11 PM
This works for me
answered Jan 02 '18 at 09:59 AM
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