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API > API/Runtime > API/Runtime/MovieSceneCapture
A blueprintable capture protocol that defines how to capture frames from the engine
| Name | UUserDefinedCaptureProtocol |
| Type | class |
| Header File | /Engine/Source/Runtime/MovieSceneCapture/Public/Protocols/UserDefinedCaptureProtocol.h |
| Include Path | #include "Protocols/UserDefinedCaptureProtocol.h" |
Syntax
UCLASS (Abstract, Blueprintable, Meta=(DisplayName="Capture Protocol"), MinimalAPI)
class UUserDefinedCaptureProtocol : public UMovieSceneImageCaptureProtocolBase
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UMovieSceneCaptureProtocolBase → UMovieSceneImageCaptureProtocolBase → UUserDefinedCaptureProtocol
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UUserDefinedCaptureProtocol
(
const FObjectInitializer& ObjInit |
Protocols/UserDefinedCaptureProtocol.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FString GenerateFilename
(
const FFrameMetrics& InFrameMetrics |
Generate a filename for the current frame | Protocols/UserDefinedCaptureProtocol.h |
|
FFrameMetrics GetCurrentFrameMetrics() |
Access this protocol's current frame metrics | Protocols/UserDefinedCaptureProtocol.h |
|
void OnPixelsReceivedImpl
(
const FCapturedPixels& Pixels, |
Called when image pixel data is ready to be processed | Protocols/UserDefinedCaptureProtocol.h | |
void ReportOutstandingWork
(
int32 NumNewOperations |
INTERNAL: Report that the protocol is dispatching the specified number of asynchronous tasks that need to be completed before this protocol can be finalized | Protocols/UserDefinedCaptureProtocol.h | |
void ResolveBuffer
(
UTexture* Buffer, |
Resolve the specified buffer and pass it directly to the specified handler when done (does not pass to any bound streams) | Protocols/UserDefinedCaptureProtocol.h |
|
void StartCapturingFinalPixels
(
const FCapturedPixelsID& StreamID |
Instruct this protocol to start capturing LDR final pixels (including slate widgets and burn-ins) | Protocols/UserDefinedCaptureProtocol.h |
|
void StopCapturingFinalPixels() |
Instruct this protocol to stop capturing LDR final pixels | Protocols/UserDefinedCaptureProtocol.h |
|
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void OnBeginFinalize() |
Called when this protocol is going to be shut down - should not capture any more frames | Protocols/UserDefinedCaptureProtocol.h |
|
bool OnCanFinalize() |
Called to check whether this protocol has finished any pending tasks, and can now be shut down | Protocols/UserDefinedCaptureProtocol.h |
|
virtual bool OnCanFinalize_Implementation() |
Protocols/UserDefinedCaptureProtocol.h |
|
|
void OnCaptureFrame() |
Called when this protocol should capture the current frame | Protocols/UserDefinedCaptureProtocol.h |
|
void OnFinalize() |
Called to complete finalization of this protocol | Protocols/UserDefinedCaptureProtocol.h |
|
void OnPauseCapture() |
Called when this protocol should temporarily stop capturing frames | Protocols/UserDefinedCaptureProtocol.h |
|
void OnPixelsReceived
(
const FCapturedPixels& Pixels, |
Called when pixels have been received for the specified stream name | Protocols/UserDefinedCaptureProtocol.h |
|
void OnPreTick() |
Called before the capture process itself is ticked, before each frame is set up for capture Useful for any pre-frame set up or resetting the previous frame's state | Protocols/UserDefinedCaptureProtocol.h |
|
bool OnSetup() |
Called once at the start of the capture process, but before any warmup frames | Protocols/UserDefinedCaptureProtocol.h |
|
virtual bool OnSetup_Implementation() |
Protocols/UserDefinedCaptureProtocol.h |
|
|
void OnStartCapture() |
Called when this protocol should start capturing frames | Protocols/UserDefinedCaptureProtocol.h |
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void OnTick() |
Called after the capture process itself is ticked, after the frame is set up for capture, but before most actors have ticked | Protocols/UserDefinedCaptureProtocol.h |
|
void OnWarmUp () |
Called when the capture process is warming up. | Protocols/UserDefinedCaptureProtocol.h |
|
Overridden from UMovieSceneCaptureProtocolBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddFormatMappingsImpl
(
TMap< FString, FStringFormatArg >& FormatMappings |
Called when generating formatting filename to add any additional format mappings | Protocols/UserDefinedCaptureProtocol.h | |
virtual void BeginFinalizeImpl() |
Called when we have finished capturing and we should start finalizing the capture | Protocols/UserDefinedCaptureProtocol.h | |
virtual void CaptureFrameImpl
(
const FFrameMetrics& FrameMetrics |
Instruct this protocol to capture a frame relating to the specified metrics | Protocols/UserDefinedCaptureProtocol.h | |
virtual void FinalizeImpl() |
Called when we have finished capturing | Protocols/UserDefinedCaptureProtocol.h | |
virtual UWorld * GetWorld() |
~ End UMovieSceneCaptureProtocolBase implementation ~ Begin UObject implementation | Protocols/UserDefinedCaptureProtocol.h | |
virtual bool HasFinishedProcessingImpl () |
Check whether this protocol has any processing left to do, or whether it should be finalized. | Protocols/UserDefinedCaptureProtocol.h | |
virtual void PreTickImpl() |
~ Begin UMovieSceneCaptureProtocolBase implementation | Protocols/UserDefinedCaptureProtocol.h | |
virtual bool SetupImpl() |
Called once at the start of the capture process (before any warmup) to set up anything required for the capture. | Protocols/UserDefinedCaptureProtocol.h | |
virtual bool StartCaptureImpl() |
Start capturing | Protocols/UserDefinedCaptureProtocol.h | |
virtual void TickImpl() |
Called on the main thread to do any additional processing | Protocols/UserDefinedCaptureProtocol.h | |
virtual void WarmUpImpl() |
Start warming up this capture protocol | Protocols/UserDefinedCaptureProtocol.h |