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UnrealImageCapture in UE-5.3 #36

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gdaddi opened this issue Mar 4, 2024 · 1 comment
Open

UnrealImageCapture in UE-5.3 #36

gdaddi opened this issue Mar 4, 2024 · 1 comment

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@gdaddi
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gdaddi commented Mar 4, 2024

These are the steps I followed to get a minimal version of this pipeline working.

I rebuilt the Plugin for UE-5.3, but could not get the Plugin to work properly (There were errors in the CameraCaptureManager_BP and I could not place it in the Editors).

Similarly to #35, I ended up porting the source files into a project (MyProject) and building everything in that project. Here are the notes I took along the way:

  • Moved from UnrealImageCapture/Plugin_UE5, the files CameraCaptureManager.cpp, CameraCaptureManager.h to MyProject/Source/MyProject/.
  • Solve the linking issues by modifying MyProject.Build.cs
public class MyProject : ModuleRules
{
	public MyProject(ReadOnlyTargetRules Target) : base(Target)
	{
		PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
	
		PublicDependencyModuleNames.AddRange(new string[] { 
			"Core",
			"InputCore", 
			"ImageWrapper", 
			"RenderCore", 
			"Renderer", 
			"RHI",
			"CoreUObject",
			"Engine",
			"Slate",
			"SlateCore",
		});

}
  • You should be able to compile the C++ code now using VSCode's build task.
  • Check that things are working by looking for CameraCaptureManager in the Editor's content manager under C++ Classes.
  • Drag and drop CameraCaptureManager into the viewport.
  • Place a SceneCapture2D actor (from the Place Actor Panel)
  • Set the CaptureComponent of CameraCaptureManager to point to the SceneCapture2D camera.
  • Open the Level's Blueprint and connect a Capture Non Blocking function to a EnhancedInputComponent that triggers when the desired key-binding is pressed.
  • Play the map, and press the selected capture key-binding.
@gdaddi gdaddi changed the title UNrealImageCapture in UE-5.3 UnrealImageCapture in UE-5.3 Mar 4, 2024
@TimmHess
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TimmHess commented Mar 5, 2024

Hey, sorry I am not very active on this anymore (especially with the pull request pending which is quite nice but ya.. there is barely time ':D).
The prebuild plugin cannot work on any version different than the one it was compiled for - this is why I dropped it all altogether. Unfortunately, that sentence never made it into the readme as I realize now...

The way you did it is exactly how I intended it to be done.
At some point, I tried to the entire thing more stand-alone but the maintenance is just not worth for me atm. Let's say I am happy that the codebase or interface did not change drastically so that this code can still function at all :)

Thanks for checking out the repo, I hope it will help you 🔆

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