Difference between Canvas Render Target 2D and Render Target 2D

I really want to know what, if any, difference there is between Canvas Render Target, and just Render Target.
Mainly it is so I can use the right one for the right things, but if they are more or less the same, then I don’t need to worry. But things like performance cost difference could be good to know.
What I am using it for is to draw material foot steps to, to deform some snow. And I really cant see much difference.

A bit hard to google it since they are so similar in name too xD

Thanks for any answers ^^

https://answers.unrealengine.com/questions/107472/canvas-render-target-2d-tutorial.html - this can help. So technically Canvas Render Target 2D allows to draw your UI elements, that are contains in some Canvas .Each Widget has Canvas as main object in top of hierarchy (may be not all of them, but if you will add it - you will be able draw your UI on mesh).

Ah nice, thank you. Yea clears it up some. Still don’t know if there is much difference in how much resource either use. But at least I know what it was intended for.

Well, I think it doesn’t cost differently. For UI in 3D world (like some Monitors, that can show video from camera) you will use Texture Render Render target as it’s provides Texture for a Mesh, that Canvas Render Target 2D is 2D - so it “won’t work” for 3D mesh. But Canvas Render Target 2D is best for In Screen Space UI elements. For example it is good for showing face or whole body of character in UI like Inventory. “Won’t work” possible means that it is performed for 2D UI elements that are in Screen Space (like cursor for example).

That sounds reasonable indeed. I do get the name canvas, so if its made for UI type elements, that then that would indeed. Would have to try both to see if there is much difference, but good to know some at least.