Timm Hess

Results 21 comments of Timm Hess

Nice! Unreal comes with a super convenient way of exposing c++ functionality to blueprint with Macro-Magic ;) The `UFUNCTION(BlueprintCallable, Category = "ImageCapture")` decoration of the `void CaptureColorNonBlocking(...)` method is all...

Note that there are 2 **separate** CaptureManagers used in the above example :D

Yea that's the thing with C++ in unreal... Maybe you can "shotgun" debug by adding a bunch of `UE_LOG(LogTemp, Warning, TEXT("some debug message")` lines in the code to see where...

Alright, that is a start. You do have an `ASceneCapture2D` (not an ACamera) in your scene? And it is connected to the `CaptureManager`? Sounds a lot like that might be...

Yes, that is what I meant. All setup of the `ASceneCapture2D` is done in the `SetupCaptureComponent()` method... Ok now I see.. sorry this is the result of me switching the...

Yes, awesome! the 'janky' artifact you are seeing is/might be jpeg compression. Make sure to always use png (lossless compression) to store labels. You are very welcome, this stuff working...

In that case, maybe I would make an actor reference in the actor (blueprint?) that your SceneCapture is a component of, and pass it the CaptureManager actor. This is almost...

You should be able to access the component with [this](https://docs.unrealengine.com/4.26/en-US/API/Runtime/Engine/Engine/ASceneCapture2D/GetCaptureComponent2D/), after all, it seems actors are merely containers of components

Hey, have you set the `CustomDepthStencils` for these objects?