DOF Post Processing on UTextureRenderTarget2D

Hey there,

I’m trying to capture the scene with UTextureRenderTarget2D (named ColorCaptureComponent), write to a render target to finally display it in a hub widget. Sadly, all my depth of field settings don’t change anything.

    ColorCaptureComponent->PostProcessSettings.DepthOfFieldMethod = DOFM_CircleDOF;
    ColorCaptureComponent->PostProcessSettings.bOverride_DepthOfFieldFstop = true;
    ColorCaptureComponent->PostProcessSettings.DepthOfFieldFstop = 1.0;
    ColorCaptureComponent->PostProcessSettings.bOverride_DepthOfFieldFocalDistance = true;
    ColorCaptureComponent->PostProcessSettings.DepthOfFieldFocalDistance = 10.0;
    ColorCaptureComponent->PostProcessSettings.bOverride_DepthOfFieldFocalRegion = true;
    ColorCaptureComponent->PostProcessSettings.DepthOfFieldFocalRegion = 1.0;
    ColorCaptureComponent->PostProcessSettings.bOverride_DepthOfFieldNearBlurSize = true;
    ColorCaptureComponent->PostProcessSettings.DepthOfFieldNearBlurSize = 50;
    // ColorCaptureComponent->PostProcessSettings.bOverride_DepthOfFieldBladeCount = true;
    // ColorCaptureComponent->PostProcessSettings.DepthOfFieldBladeCount = 4;
    ColorCaptureComponent->PostProcessSettings.bOverride_DepthOfFieldDepthBlurAmount = true;
    ColorCaptureComponent->PostProcessSettings.DepthOfFieldDepthBlurAmount = 100;
    ColorCaptureComponent->PostProcessSettings.bOverride_DepthOfFieldDepthBlurRadius = true;
    ColorCaptureComponent->PostProcessSettings.DepthOfFieldDepthBlurRadius = 100;

Am I missing some setting or are my chosen values just pointless?

Cheers,