Description

When using "ConstructTexture2D" from a render target that uses the format PF_R16F (RTF_R16F) the output texture won't retain the format and will become a four channel float texture.  The texture format can be changed in the PreEditChange/PostEditChange scope, but it's more efficient to set it correctly in the first place and not cause the texture to be built again.

 

Steps to Reproduce
  1. Created a UTextureRenderTarget2D with format RTF_R16F
  2. Use the ConstructTexture2D function

Expected

The resulting new texture has the PF_R16F (TC_Half) format

Actual

The resulting texture is a float 4 (TC_Default) format

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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-225838 in the post.

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Fixed
ComponentUE - Texture
Affects Versions5.45.4.4
Target Fix5.6
Fix Commit36709497
CreatedSep 27, 2024
ResolvedSep 30, 2024
UpdatedOct 8, 2024
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