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2. Required Asset Creation & Setup

In this section we will go over how to create and setup the required assets so you can createTextures using Blueprints and Render Targets.

Render Target Creation & Setup

To create a Render Target inside of the UE4 Content Browser, you will need to do the following:

  1. Open up the UE4 Editor and then right-click inside of the Content Browser. From the menu that is displayed, locate the Create Advanced Asset section.

    Create_RTT_01.png

  2. From the Create Advanced Assets menu, mouseover the Materials & Textures section and from the asset list that is displayed, select the Render Target option.

    Create_RTT_02.png

  3. Name the newly created render target RT_00. Your Content Browser should now look like the following image:

    Create_RTT_03.png

Material Creation & Setup

To create and set up a Material to use a render target, you will need to do the following inside of the UE4 Content Browser.

  1. Right-click in the Content Browser and from the Create Basic Asset section, select the Material option to create a new Material.

    Create_RTT_Material_01.png

  2. Name the Material RT_Material_00 and then double-click on the material to open it up in the Material Editor.

    Create_RTT_Material_02.png

  3. With RT_Material_00 open in the Material Editor, add the following Material Expression nodes to the Material Graph.

    • Texture Coordinate

    • Constant

    • Append

    • Noise

    Create_RTT_Material_03.png

  4. Once the required Material Expression nodes have been added to the Material Graph, connect the nodes so that they match the image below, pressing the Apply button when completed to compile the Material.

    Create_RTT_Material_05.png

With the required assets now setup, in the next section, we will take a look at how to set everything up to work together.