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My UCanvasRenderTarget object only draws black shapes

I'm trying to use a UCanvasRenderTarget to draw some shapes into a texture that is a applied to a material, assigned to a simple plane mesh. It kinda works, except that everything I draw is always pitch black, like this:

alt text

(the blue color is just the "clear color" I'm using for the render target).

This is what the code looks like:

 void UMyObject::BeginPlay()

     // Creating my render target and binding the function that is called on draw
     mCanvasRenderTarget = Cast<UCanvasRenderTarget2D>(UCanvasRenderTarget2D::CreateCanvasRenderTarget2D(mOwner, UCanvasRenderTarget2D::StaticClass(), 4096, 4096));
     mCanvasRenderTarget->OnCanvasRenderTargetUpdate.AddDynamic(this, &UMyObject::DrawToCanvasRenderTarget);

     mCanvasRenderTarget->ClearColor = FLinearColor::Blue;

     // Forcing it to draw

     // Skipping the part where I assing the render target to a material...

 void UMyObject::DrawToCanvasRenderTarget(UCanvas* Canvas, int32 Width, int32 Height)
     // My "blue" rectangle, which is black
     FCanvasTileItem BlueBox(FVector2D(Width * 0.3f, Height * 0.3f), mCanvasRenderTarget->Resource, FVector2D(Width * 0.4f, Height * 0.4f), FLinearColor(0.0f, 0.0f, 1.0f));

Even if I add "Canvas->SetDrawColor = FColor::Blue" before the DrawItem call, the rectangle is still black... what am I missing?

Product Version: UE 4.19
render.png (286.6 kB)
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asked Apr 13 '18 at 10:08 AM in Rendering

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