Any Chance you can update this to 5.2
It crashes - both in the editor (upon endplay) and on a package game. (something about UpdateTexture) [Inline Frame] UnrealEditor-Engine.dll!FRHITexture::GetTexture2D() Line 2037 C++ Image
//UE_DEPRECATED(5.1, "FRHITexture2D is deprecated, please use FRHITexture directly")
inline FRHITexture2D* GetTexture2D() { return TextureDesc.Dimension == ETextureDimension::Texture2D ? this : nullptr; }
//UE_DEPRECATED(5.1, "FRHITexture2DArray is deprecated, please use FRHITexture directly")
inline FRHITexture2DArray* GetTexture2DArray() { return TextureDesc.Dimension == ETextureDimension::Texture2DArray ? this : nullptr; }
//UE_DEPRECATED(5.1, "FRHITexture3D is deprecated, please use FRHITexture directly")
inline FRHITexture3D* GetTexture3D() { return TextureDesc.Dimension == ETextureDimension::Texture3D ? this : nullptr; }
//UE_DEPRECATED(5.1, "FRHITextureCube is deprecated, please use FRHITexture directly")
inline FRHITextureCube* GetTextureCube() { return TextureDesc.IsTextureCube() ? this : nullptr; }
Please... or better yet 5.4 or 5.5! Along with FFMPEG plugin
It crashes - both in the editor (upon endplay) and on a package game. (something about UpdateTexture) [Inline Frame] UnrealEditor-Engine.dll!FRHITexture::GetTexture2D() Line 2037 C++ Image
//UE_DEPRECATED(5.1, "FRHITexture2D is deprecated, please use FRHITexture directly") inline FRHITexture2D* GetTexture2D() { return TextureDesc.Dimension == ETextureDimension::Texture2D ? this : nullptr; } //UE_DEPRECATED(5.1, "FRHITexture2DArray is deprecated, please use FRHITexture directly") inline FRHITexture2DArray* GetTexture2DArray() { return TextureDesc.Dimension == ETextureDimension::Texture2DArray ? this : nullptr; } //UE_DEPRECATED(5.1, "FRHITexture3D is deprecated, please use FRHITexture directly") inline FRHITexture3D* GetTexture3D() { return TextureDesc.Dimension == ETextureDimension::Texture3D ? this : nullptr; } //UE_DEPRECATED(5.1, "FRHITextureCube is deprecated, please use FRHITexture directly") inline FRHITextureCube* GetTextureCube() { return TextureDesc.IsTextureCube() ? this : nullptr; }
I have a version working under 5.4, but it doesn't render in a shipping packaged build. Gappt to give the code to you if you like.
I dealt with this problem for years and I'll tell you what my work around is. The crashes are linked to changing the texture during run time - in my example, if I stopped gameplay without doing proper garbage collection of the assets it would crash. It got to the point where I literally made level streaming that contained the actors for the window capture and then I would unload those before Indian play
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From: Cloudhopper3 @.> Sent: Friday, December 6, 2024 5:10:42 PM To: ayumax/WindowCapture2D @.> Cc: Blake McCorkle @.>; Author @.> Subject: Re: [ayumax/WindowCapture2D] Any Chance you can update this to 5.2 (Issue #15)
It crashes - both in the editor (upon endplay) and on a package game. (something about UpdateTexture) [Inline Frame] UnrealEditor-Engine.dll!FRHITexture::GetTexture2D() Line 2037 C++ Image
//UE_DEPRECATED(5.1, "FRHITexture2D is deprecated, please use FRHITexture directly") inline FRHITexture2D* GetTexture2D() { return TextureDesc.Dimension == ETextureDimension::Texture2D ? this : nullptr; } //UE_DEPRECATED(5.1, "FRHITexture2DArray is deprecated, please use FRHITexture directly") inline FRHITexture2DArray* GetTexture2DArray() { return TextureDesc.Dimension == ETextureDimension::Texture2DArray ? this : nullptr; } //UE_DEPRECATED(5.1, "FRHITexture3D is deprecated, please use FRHITexture directly") inline FRHITexture3D* GetTexture3D() { return TextureDesc.Dimension == ETextureDimension::Texture3D ? this : nullptr; } //UE_DEPRECATED(5.1, "FRHITextureCube is deprecated, please use FRHITexture directly") inline FRHITextureCube* GetTextureCube() { return TextureDesc.IsTextureCube() ? this : nullptr; }
I have a version working under 5.4, but it doesn't render in a shipping packaged build. Gappt to give the code to you if you like.
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Thanks for the reply. The code I have now running addresses the errors caused by the migration to the newer visual studio, in both FFMPEG and WindowCapture2D. This new version never crashes or complains. It works fine in both Debug and Development, however, in a shipping build (either packaged or running with or without debugging from visual studio), the capture plane actor is just black.... neither the window image nor the text that appears by default is displayed.. just a black texture.
I have traced the issue to the call that creates the Texture2D. In the working versions, the content of the returned Texture2D is different.
I am stuck trying to understand why. Without building the engine from source (which I'd rather not do this time) I can't step into engine code in the shipping build.
I'm having trouble figuring out why the behavior is different between shipping and other build types.
I'm happy to send you source for the plugin that's almost working perfectly. Hoping you might be interested in helping me solve this issue.
Thanks
Tom (Cloudhooper3 and @.***)
On Fri, Dec 6, 2024, 2:18 PM BlakeLivSim @.***> wrote:
I dealt with this problem for years and I'll tell you what my work around is. The crashes are linked to changing the texture during run time - in my example, if I stopped gameplay without doing proper garbage collection of the assets it would crash. It got to the point where I literally made level streaming that contained the actors for the window capture and then I would unload those before Indian play
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From: Cloudhopper3 @.> Sent: Friday, December 6, 2024 5:10:42 PM To: ayumax/WindowCapture2D @.> Cc: Blake McCorkle @.>; Author @.> Subject: Re: [ayumax/WindowCapture2D] Any Chance you can update this to 5.2 (Issue #15)
It crashes - both in the editor (upon endplay) and on a package game. (something about UpdateTexture) [Inline Frame] UnrealEditor-Engine.dll!FRHITexture::GetTexture2D() Line 2037 C++ Image
//UE_DEPRECATED(5.1, "FRHITexture2D is deprecated, please use FRHITexture directly") inline FRHITexture2D* GetTexture2D() { return TextureDesc.Dimension == ETextureDimension::Texture2D ? this : nullptr; } //UE_DEPRECATED(5.1, "FRHITexture2DArray is deprecated, please use FRHITexture directly") inline FRHITexture2DArray* GetTexture2DArray() { return TextureDesc.Dimension == ETextureDimension::Texture2DArray ? this : nullptr; } //UE_DEPRECATED(5.1, "FRHITexture3D is deprecated, please use FRHITexture directly") inline FRHITexture3D* GetTexture3D() { return TextureDesc.Dimension == ETextureDimension::Texture3D ? this : nullptr; } //UE_DEPRECATED(5.1, "FRHITextureCube is deprecated, please use FRHITexture directly") inline FRHITextureCube* GetTextureCube() { return TextureDesc.IsTextureCube() ? this : nullptr; }
I have a version working under 5.4, but it doesn't render in a shipping packaged build. Gappt to give the code to you if you like.
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You are receiving this because you authored the thread.Message ID: @.***>
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Thank you very much. This is fantastic news
On Sun, May 11, 2025, 5:23 AM Ayuma Kaminosono @.***> wrote:
Closed #15 https://github.com/ayumax/WindowCapture2D/issues/15 as completed.
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Having some trouble building the plugin under 5.4.4. Errors relating to the "experimental/coroutine" includes in the Engine. Using C++20 and recommended toolchain. Do you know what visual studio settings might be the issue? No such problems when the plugin source is not in the project.
I am having trouble compiling the ue5.4 branch. I left details on the page where I made the request to update from 5.0. Thank you very much for taking the time. It is truly appreciated.
Thomas "Cloudhopper" Low
On Sun, May 11, 2025, 5:23 AM Ayuma Kaminosono @.***> wrote:
Closed #15 https://github.com/ayumax/WindowCapture2D/issues/15 as completed.
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@Cloudhopper3 I apologize, but this issue is already closed, so I would like you to open a new issue for new topics. Also, you mentioned that you cannot build in the UE5.4 environment, but could you please provide more details about the configuration you used? Please note that when building with UE5.4, you need to use the UE5.4 branch, not the master branch. Additionally, if you could share information about your build environment to the extent possible, I might be able to provide some assistance.
Thank you, I will do that.
On Tue, May 13, 2025, 9:02 PM Ayuma Kaminosono @.***> wrote:
ayumax left a comment (ayumax/WindowCapture2D#15) https://github.com/ayumax/WindowCapture2D/issues/15#issuecomment-2878586352
@Cloudhopper3 https://github.com/Cloudhopper3 I apologize, but this issue is already closed, so I would like you to open a new issue for new topics. Also, you mentioned that you cannot build in the UE5.4 environment, but could you please provide more details about the configuration you used? Please note that when building with UE5.4, you need to use the UE5.4 branch, not the master branch. Additionally, if you could share information about your build environment to the extent possible, I might be able to provide some assistance.
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