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Pixel Era/Quick Setup

Read a texture or render target

Read a texture pixel and obtain its color for Blueprint gameplay.

1. Add the manager

Place Pixel Era Manager in the level. Add a variable of that object-reference type to your Blueprint, make it Instance Editable, and assign the placed manager. The node screenshots call this variable Reader.
Pixel Era Manager placed in the level and assigned to a Blueprint
  1. Manager reference
    Assign the actor you placed in this level.

2. Prepare the source

For a Texture2D, enable Never Stream and disable Virtual Texture Streaming. Keep your usual compression. A render target needs neither preparation setting.
Texture settings with Never Stream enabled and Virtual Texture Streaming disabled
  1. Virtual Texture Streaming: off
  2. Never Stream: on

3. Create the request

On BeginPlay, call Read Texture Request. Set Key to PlayerGround, choose your Source, and set UV between 0 and 1. RGBA8 is the default; use RGBA16F for HDR or negative values.
Read Texture Request feeding Get Pixel Value through the same key
  1. One key per sample
    Use a unique key for every simultaneous sample.
  2. Choose a UV
    0.5, 0.5 reads the centre.

4. Use the latest color

On Tick, call Get Pixel Value with the same key and manager. Branch on Available; use Color from the true path.
Get Pixel Value: Available connected to a Branch
  1. Wait for Available
    A new request has no completed result yet.

5. Update and remove

Submit the same key when the UV changes. The registered source keeps refreshing. Call Remove Sample when finished, including EndPlay. Each simultaneous sample needs its own key.
EndPlay connected to Remove Sample
  1. Remove the same key
    Call this when finished, including EndPlay.
Updated Oct 17, 2026

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