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Unreal Engine C++ API Reference > Runtime > MovieSceneCapture
References
Module | MovieSceneCapture |
Header | /Engine/Source/Runtime/MovieSceneCapture/Public/FrameGrabber.h |
Include | #include "FrameGrabber.h" |
Syntax
class FFrameGrabber
Remarks
Class responsible for resolving render target data for a specific viewport in an efficient manner Internally, the class uses a fixed array of resolution surfaces, and dispatches rendering commands to resolve the viewport render target into a specific index into this array. This means we can resolve the render target data without having to wait, or flush rendering commands.
Constructors
Type | Name | Description | |
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FFrameGrabber
(
TSharedRef< FSceneViewport > Viewport, |
Construct this frame grabber |
Destructors
Type | Name | Description | |
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Destructor |
Functions
Type | Name | Description | |
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void | CaptureThisFrame
(
FFramePayloadPtr Payload |
Instruct the frame grabber capture this frame, when it receives an event from slate |
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TArray< FCapturedFrameData > | Retrieve any frames we may have captured | |
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bool | Check whether we have any outstanding frames or not | |
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bool | Check whether we're capturing frames or not | |
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void | OnBackBufferReadyToPresentCallback
(
SWindow& SlateWindow, |
Callback for when a backbuffer is ready for reading (called on render thread) |
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void | OnFrameReady
(
int32 SurfaceIndex, |
Called when the specified surface index has been locked for reading with the render target data (called on render thread) |
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void | Shutdown () |
Shut down this grabber, ensuring that any threaded operations are finished |
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void | Instruct the frame grabber to start capturing frames | |
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void | Stop capturing frames |
Enums
Type | Name | Description | |
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EFrameGrabberState | The current state of the grabber |