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Code generated texture is invisible when used in an UMG Slate Brush

I am trying to use a generated texture as a texture on one of my GUI buttons, but the button stays inexplicably invisible. here is how I generate my texture

 UTexture2D* photo = m_sceneCaptureComponent->TextureTarget->ConstructTexture2D(_owner, FString(TEXT("DronePhoto")) + FString::FromInt(m_photoCount), EObjectFlags::RF_NoFlags);

m_sceneCaptureComponent is a USceneCaptureComponent2D* and its TextureTarget is set in the inspector to a UTextureRenderTarget2D that is an Asset.

My texture is then assigned to my button via blueprint (it is inside the Icon var) alt text

And here is what I get (the texture should display in the top left square) alt text

I tried assigning an Asset texture to the Icon Blueprint var and everything works perfectly, I even went step by step inside the button drawing call ans did not manage to see a difference between the dynamic and the Asset texture that would lead to the dynamic texture not being drawn.

Maybe this is not a bug an I am missing something but I'm dry on ideas at the moment.

Product Version: UE 4.18
texture-button.png (91.4 kB)
gui.png (301.1 kB)
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asked Dec 12 '17 at 11:45 AM in Bug Reports

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