问题
This applies to Unreal Engine 4.9
Each frame, I'd like to save it to file (overwriting the existing one).
For a simple D3D11 demo that I have made, I've been able to do this with:
void Engine::CaptureFrame(D3DX11_IMAGE_FILE_FORMAT format, const LPCTSTR fileName){
backbuffer->GetResource(&resource);
ID3D11Texture2D* texture;
HRESULT hResult = resource->QueryInterface(__uuidof(ID3D11Texture2D), reinterpret_cast<LPVOID*>(&texture));
D3DX11SaveTextureToFile(deviceContext, texture, format, fileName);
//Clean up
texture->Release();
resource->Release();
}
I have done this with OpenGL, too, using a library called "FreeImage".
I don't want to modify UE4 source and am looking for a way to "hook" into UE4 and "capture" the frame.
I've managed to do this with Open Broadcasting Software, but I'd like to do this natively, within UE4, either via c++ or blueprints.
I am also aware that I can do this from the editor, but that is not what I want to do. I want to do this at run-time, automatically.
How can I go about this? Is it even possible?
回答1:
For anyone else who wants to do this, you have a couple of options.
Option A
If you don't care how many screenshot files are generated and don't care what they are called, then you can use a blueprint:
The images will be output to \Unreal Projects\ProjectName\Saved\Screenshots\Windows
where ProjectName
is the name of your project.
Option B
If you don't want multiple screenshot files and need control over where they go, then you can do this via code:
//Called every frame
void AMyDempActor::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
FString filename = "test.png";
FScreenshotRequest::RequestScreenshot(filename, false, false);
}
Here is the documentation on FScreenshotRequest
来源:https://stackoverflow.com/questions/33488681/ue4-output-game-frames-to-file