UKismetRenderingLibrary::ReadRenderTargetUV

Incredibly inefficient and slow operation! Read a value as sRGB color from a render target using UV [0,1]x[0,1] coordinates.

Windows
MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Kismet/KismetRenderingLibrary.h

Include

#include "Kismet/KismetRenderingLibrary.h"

Source

/Engine/Source/Runtime/Engine/Private/KismetRenderingLibrary.cpp

Syntax

static FColor ReadRenderTargetUV
(
    UObject * WorldContextObject,
    UTextureRenderTarget2D * TextureRenderTarget,
    float U,
    float V
)

Remarks

Incredibly inefficient and slow operation! Read a value as sRGB color from a render target using UV [0,1]x[0,1] coordinates. LDR render targets are assumed to be in sRGB space. HDR ones are assumed to be in linear space. Result is 8-bit per channel [0,255] BGRA in sRGB space.

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