Unreal Engine Blueprint API Reference > Utilities > Struct
Adds a node that create a 'AutomationScreenshotOptions' from its members
Inputs
Type | Name | Description |
---|---|---|
vector2d struct | Resolution | The desired resolution of the screenshot, if none is provided, it will use the default for theplatform setup in the automation settings. |
real | Delay | The delay before we take the screenshot (measured in seconds). Both this delay and the frame delay must be met before the screenshot is taken. |
integer | Frame Delay | The delay before we take the screenshot (measured in number of frames). Both this frame delay and the time delay must be met before the screenshot is taken. |
real | Override Time To | Overrides World Time, Real Time to the value provided. Sets Delta Time to 0. Onlyaffects the time being sent to the render thread and materials. The time accumulatingon the game thread is unaffected. |
boolean | Disable Noisy Rendering Features | Disables Anti-Aliasing, Motion Blur, Screen Space Reflections, Eye Adaptation, Tonemapper and ContactShadows, because those features contribute a lot to the noise in the final rendered image. If you'reexplicitly looking for changes |
boolean | Fixed Exposure | Disables Eye Adaptation and sets Tonemapper to fixed gamma curve. Should generally be on unlesstesting tone mapping or other post-processing results |
object | View Settings | Assign custom view settings to control which rendering options we allow on while taking thescreenshot. |
name | Visualize Buffer | Allows you to screenshot a buffer other than the default final lit scene image. Useful if you'retrying to build a test for a specific GBuffer, that may be harder to tell if errors are introducedin it. |
enum | Tolerance | These are quick defaults for tolerance levels, we default to low, because generally there's someconstant variability in every pixel's color introduced by TxAA. |
struct | Tolerance Amount | For each channel and brightness levels you can control a region where the colors are found to beessentially the same. Generally this is necessary as modern rendering techniques tend to introducenoise constantly to hide aliasing. |
real | Maximum Local Error | After you've accounted for color tolerance changes, you now need to control for local acceptable error.Which depending on how pixels were colored on triangle edges may be a few percent of the image beingoutside the tolerance levels. Unlike the MaximumGlobalError, the MaximumLocalError works by focusingon a smaller subset of the image. These chunks will have be compared to the local error, in an attemptto locate hot spots of change that are important, that would be ignored by the global error. |
real | Maximum Global Error | After you've accounted for color tolerance changes, you now need to control for total acceptable error.Which depending on how pixels were colored on triangle edges may be a few percent of the image beingoutside the tolerance levels. |
boolean | Ignore Anti Aliasing | If this is true, we search neighboring pixels looking for the expected pixel as what may have happened, isthat the pixel shifted a little. |
boolean | Ignore Colors | If this is true, all we compare is luminance of the scene. |
Outputs
Type | Name | Description |
---|---|---|
struct | Automation Screenshot Options |