Quick answer: Pass a valid Font (Roboto Slate is built-in). Wrap with BeginDrawCanvasToRenderTarget / clear / draw / EndDrawCanvasToRenderTarget. RT format = RTF_RGBA8.
Blueprint draws text to a render target for an in-game monitor. Output blank. Font input is None — no glyphs to draw.
The Fix
RenderTarget asset:
Render Target Format: RTF_RGBA8
Size: 512x256
BP draw:
→ Begin Draw Canvas to Render Target(World, RT, out Canvas, out Size, out Context)
→ Clear Render Target 2D(RT, Black)
→ Canvas.K2_DrawText(
RobotoTiny, // valid font
"Hello", (10, 10),
scale=(2,2), color=FLinearColor.White)
→ End Draw Canvas to Render Target(Context)
Begin/End form gives you the Canvas object for multiple draws and explicit clearing. The one-shot Draw Text node skips the wrapping but doesn’t clear, so prior content persists.
Verifying
Apply RT to a material on a quad. Text appears. Edit text per tick: updates each frame.
“Real font. Begin/End. Clear first. Text shows.”
Related Issues
For RT clearing between draws, see RT clearing. For PostProcess alpha, see postprocess alpha.
Font set. Begin/End. Text reads.