create_render_target_2d_array
Create and save a 2D render target array texture in Unreal Engine, with configurable size, slices, and pixel format, rebuilding deterministically on re-run.
Instructions
Creates a persisted UTextureRenderTarget2DArray. Wraps UTextureRenderTarget2DArray::Init(SizeX, SizeY, Slices, Format) and saves the asset to disk. Re-running deletes and rebuilds the asset deterministically. format accepts one of "B8G8R8A8"/"BGRA8" (default), "FloatRGBA"/"RGBA16F", "RGBA32F", "R16F".
Returns: { render_target_name: string, asset_path: string, size_x: int, size_y: int, slices: int, format: string, created: bool, saved: bool, save_error?: string }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| name | Yes | Name of the render-target-array asset to create | |
| size | No | Optional square edge in pixels; clamped 1..8192 | |
| format | No | Optional EPixelFormat name; defaults to BGRA8 | |
| slices | No | Optional slice count; clamped 1..512 | |
| package_path | No | Content folder; defaults to /Game/Textures |