Render a Tiling Material to Textures

On this page

In UE4.3, this particular function is missing the setting to specify the material target. This is easily worked around by placing the following mesh at 0,0,0 in the world, and setting the Scale to match the number specified in "Sheet Size" on the Blueprint (Defaults to 1000):



Then simply apply the desired material and it will work.

You must enable the ability to export buffer visualization targets in the editor. In the upper-left corner of the Perspective viewport, click the Down-Arrow button to open the Viewport Options menu, select High Resolution Screenshot, then enable Include Buffer Visualization Targets.


Leave this window open! This window will move behind the editor and should not interfere. If you accidentally close the window, the buffer images will not render.

Rendering the Textures

Select the desired buffer targets under Capture Settings; Make sure the High resolution screenshot window is open and the Include buffer visualization option is enabled; Play the game in a New Window, bring up the console using the ~ key and type "ke * rendertextures" at the console and hit enter.


You should get a popup message indicating that images were saved, the message is actually a clickable link to the folder location. If you are not able to click the link in time, you can find the saved textures here:


Select Skin
Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey

Welcome to the new Unreal Engine 4 Documentation site!

We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

We'll be sure to let you know when the new system is up and running.

Post Feedback