utexturerendertarget2d FVector minPos = referencePos - orthoWidth / 2.0; UTextureRenderTarget2D* tempGreyScale = UKismetRenderingLibrary::CreateRenderTarget2D(this, 2048, 2048); UTextureRenderTarget2D* tempHeatmap = UKismetRenderingLibrary::CreateRenderTarget2D(this, 2048, 2048); FVector maxPos = referencePos + orthoWidth / 2.0; FHeatDatas temp; FVector posBuffer; utexturerendertarget2d How to get it for free? utexturerendertarget2d FString tempFullname; FString globalFullName; for(int i = 0; i < floors.Num(); i++) { for(FHeatDatas h_data : floors[i].deathPositions) { temp = h_data; utexturerendertarget2d How to dowload it? utexturerendertarget2d for (FString pos : temp.positions) { posBuffer.InitFromString(pos); posBuffer -= minPos; posBuffer /= orthoWidth; i_greyScale->SetVectorParameterValue("Position", posBuffer); utexturerendertarget2d How to use it? utexturerendertarget2d i_heat->SetTextureParameterValue("MapRender", floors[i].mapCapture); #pragma region onebyone map i_heat->SetTextureParameterValue("GreyScale", tempGreyScale); UKismetRenderingLibrary::DrawMaterialToRenderTarget(this, tempGreyScale, i_greyScale); UKismetRenderingLibrary::DrawMaterialToRenderTarget(this, tempHeatmap, i_heat); utexturerendertarget2d How to use it? utexturerendertarget2d tempFullname = temp.name + ".hdr"; UKismetRenderingLibrary::ExportRenderTarget(this, tempHeatmap, playtestDatasFolder, tempFullname); #pragma endregion #pragma region global map i_heat->SetTextureParameterValue("GreyScale", floors[i].greyScale); UKismetRenderingLibrary::DrawMaterialToRenderTarget(this, floors[i].greyScale, i_greyScale); utexturerendertarget2d How to dowload it? utexturerendertarget2d #pragma endregion } UKismetRenderingLibrary::ClearRenderTarget2D(this, tempGreyScale); UKismetRenderingLibrary::ClearRenderTarget2D(this, tempHeatmap); } UKismetRenderingLibrary::DrawMaterialToRenderTarget(this, floors[i].final, i_heat); utexturerendertarget2d How to get it for free? utexturerendertarget2d globalFullName = floors[i].name + ".hdr"; UKismetRenderingLibrary::ExportRenderTarget(this, floors[i].final, playtestDatasFolder, globalFullName); UKismetRenderingLibrary::ClearRenderTarget2D(this, floors[i].greyScale); } utexturerendertarget2d