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.
Expected
The resulting new texture has the PF_R16F (TC_Half) format
Actual
The resulting texture is a float 4 (TC_Default) format
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-225838 in the post.
1 |
Component | UE - Texture |
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Affects Versions | 5.4, 5.4.4 |
Target Fix | 5.6 |
Fix Commit | 36709497 |
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Created | Sep 27, 2024 |
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Resolved | Sep 30, 2024 |
Updated | Oct 8, 2024 |