UnrealImageCapture
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UnrealImageCapture in UE-5.3
These are the steps I followed to get a minimal version of this pipeline working.
I rebuilt the Plugin for UE-5.3, but could not get the Plugin to work properly (There were errors in the CameraCaptureManager_BP
and I could not place it in the Editors).
Similarly to https://github.com/TimmHess/UnrealImageCapture/issues/35, I ended up porting the source files into a project (MyProject
) and building everything in that project. Here are the notes I took along the way:
- Moved from
UnrealImageCapture/Plugin_UE5
, the filesCameraCaptureManager.cpp
,CameraCaptureManager.h
toMyProject/Source/MyProject/
. - Solve the linking issues by modifying
MyProject.Build.cs
public class MyProject : ModuleRules
{
public MyProject(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] {
"Core",
"InputCore",
"ImageWrapper",
"RenderCore",
"Renderer",
"RHI",
"CoreUObject",
"Engine",
"Slate",
"SlateCore",
});
}
- You should be able to compile the C++ code now using VSCode's build task.
- Check that things are working by looking for
CameraCaptureManager
in the Editor's content manager underC++ Classes
. - Drag and drop
CameraCaptureManager
into the viewport. - Place a
SceneCapture2D
actor (from the Place Actor Panel) - Set the
CaptureComponent
ofCameraCaptureManager
to point to theSceneCapture2D
camera. - Open the Level's Blueprint and connect a
Capture Non Blocking
function to aEnhancedInputComponent
that triggers when the desired key-binding is pressed. - Play the map, and press the selected capture key-binding.