Simple texture buffer?

This is driving me mad as it seems there MUST be a simple solution to this but I can’t find any. I need to store a texture rendered inside a postprocess material and then later sample that texture at specific UV coordinates. Simple write and indexed read. I can’t find a node that can do this, is it possible?

Hey Steyr -

There is a really great tutorial on our Wiki in which a user references a heightmap but the general principle would be the same for what you are attempting to do. You would have to implement their Look Up Render Target C++ code, but it is relatively easy to do and everything else is in Blueprint and very easy setup.

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Let me know if you get stuck anywhere -

Eric Ketchum

Thank you! One more question, is there a way to set the size (resolution) of the render target at its creation? The effect is dependent on screen resolution and ideally would involve multiple render targets set to multiples of screen size for memory efficiency - full screen size, half screen size, quarter screen size, eighth, etc.

Hey Steyr -

Since you are dealing with a texture you are going to be working in power of 2 sizes, you could set up multiple render to target textures each one meant to be used with a specific screen size and in your blueprints construction script run a check to determine which one to use for a particular purpose. This should all be able to be accomplished form the blueprint though without altering the C++ code.

Eric Ketchum