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API > API/Plugins > API/Plugins/ModelingComponents > API/Plugins/ModelingComponents/Scene
References
| Module | ModelingComponents |
| Header | /Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Public/Scene/WorldRenderCapture.h |
| Include | #include "Scene/WorldRenderCapture.h" |
Syntax
class FWorldRenderCapture
Remarks
FWorldRenderCapture captures a rendering of a set of Actors in a World from a specific viewpoint. Various types of rendering are supported, as defined by ERenderCaptureType.
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bWriteDebugImage | ||
| TArray< AActor * > | CaptureActors | ||
| int32 | DebugImageCounter | ||
| FString | DebugImageFolderName | ||
| UTextureRenderTarget2D * | DepthRenderTexture | ||
| FImageDimensions | Dimensions | ||
| UTextureRenderTarget2D * | GammaRenderTexture | ||
| FViewMatrices | LastCaptureViewMatrices | ||
| UTextureRenderTarget2D * | LinearRenderTexture | Temporary textures used as render targets. We explicitly prevent this from being GC'd internally. | |
| TArray< FLinearColor > | ReadImageBuffer | Temporary buffer used to read from texture | |
| FImageDimensions | RenderTextureDimensions | ||
| FBoxSphereBounds | VisibleBounds | ||
| TSet< FPrimitiveComponentId > | VisiblePrimitives | ||
| UWorld * | World |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Destructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | CaptureDeviceDepthFromPosition
(
const FFrame3d& Frame, |
Depth is a special case and uses different code than capture of color/property channels | |
| bool | CaptureEmissiveFromPosition
(
const FFrame3d& Frame, |
Emissive is a special case and uses different code than capture of color/property channels | |
| bool | CaptureFromPosition
(
ERenderCaptureType CaptureType, |
Capture the desired buffer type CaptureType with the given view/camera parameters. | |
| bool | CaptureMRSFromPosition
(
const FFrame3d& Frame, |
Combined Metallic/Roughness/Specular uses a custom postprocess material | |
| FSphere | ComputeContainingRenderSphere
(
float HorzFOVDegrees, |
Compute a sphere where, if the camera is on the sphere pointed at the center, then the Visible Actors will be fully visible (ie a square capture will not have any clipping), for the given Field of View. | |
| UTextureRenderTarget2D * | |||
| const FImageDimensions & | |||
| const FViewMatrices & | |||
| UTextureRenderTarget2D * | GetRenderTexture
(
bool bLinear |
||
| FBoxSphereBounds | Get bounding-box of the Visible actors | ||
| void | SetDimensions
(
const FImageDimensions& Dimensions |
Set desired pixel dimensions of the rendered target image | |
| void | SetEnableWriteDebugImage
(
bool bEnable, |
Enable debug image write. | |
| void | SetVisibleActors
(
const TArray< AActor* >& Actors |
Set the set of Actors in the target World that should be included in the Rendering. | |
| void | Set the target World | ||
| void | Shutdown () |
Explicitly release any allocated textures or other data structres | |
| void | WriteDebugImage
(
const FImageAdapter& ResultImageOut, |