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Render Widget to Render Texture 2D with alpha

Hi again!

I was able to make a c++ class that renders a widget to a render target texture by using WidgetRenderer->DrawWidget method. However, the issue is that the final result of rendering doesn't include transparency, and that transparency was the whole point of what I was trying to do... Here's the code:

 void APlayerPawnBase::RenderWidgetToTexture(UUserWidget *const Widget, FVector2D const &DrawSize, float DeltaTime)
 {
     if (!IsValid(widgetRenderTargetTexture))
     {
         return;
     }
     if (!IsValid(Widget))
     {
         return;
     }
     if (DrawSize == FVector2D(0, 0))
     {
         return;
     }
 
     TSharedRef<SWidget> ref = Widget->TakeWidget();
 
     WidgetRenderer->DrawWidget(widgetRenderTargetTexture, ref, DrawSize, DeltaTime);
 }

I tried clearing render texture before rendering widgets with a clear color, and as long as I don't draw widget over it it has alpha, but after rendering widget, alpha goes away. This is my RT setup: alt text This is how I render the widget in BP: alt text This is my widget in editor (just to show you guys that there should be transparency) alt text And finally, this is the material I use (you can see on the left what's the result) alt text

Any thoughts?

Product Version: UE 4.20
Tags:
capture.png (41.6 kB)
capture1.png (111.0 kB)
capture2.png (11.4 kB)
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asked Oct 02 '18 at 09:24 AM in C++ Programming

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Dovlahkin
78 2 4 9

avatar image Sam54123 Dec 17 '18 at 12:31 AM

Did you ever figure this out?

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2 answers: sort voted first

Just set the background of the widget to be a color that's not in use and then mask that same color in the material editor.

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answered Feb 26 '19 at 09:59 AM

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lewisscrivs
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Try Set ClearColor's Alpha to 0 in RenderTarget

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answered Mar 20 '19 at 07:05 AM

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xyf2016
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