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.