CanvasRenderTarget2D only shows black when assigned as SpectatorScreenTexture
I'm working on a VR project that requires the spectator screen to show various UI elements alongside the player's view. That setup was very easy, and it works great! However, I was using a SceneCapture camera and a RenderTarget2D texture to render various UI elements, and while it totally works, it looks squished and pixelated, even at higher resolutions for the texture.
In an effort to improve this, I attempted to use a CanvasRenderTarget2D texture to see if that would appear sharper on the spectator screen. However, so far I've been unable to get a CanvasRenderTarget to appear on the spectator screen. It simply appears black. I've been successful with normal RenderTargets and normal textures, but this one is evading me.
I've also tried applying my CanvasRenderTarget texture to objects in the game world and it renders as expected there. Any advice would be appreciated! Below is a picture of the spectator mode where I'm rendering the player view in the bottom right, and the black bars are the texture behind it. The logo and game time are the same canvas render target that should be rendering behind the view, so I know that in theory that texture is rendering. I've also included the BP setup for it.
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