For a university project I am working on implementing an RGBD camera as a plugin for Unreal.
Right now the plugin works by using three SceneCaptureComponent2Ds in order to capture a fully rendered image of the scene, depth data and an object mask. I had some issues with SceneCaptureComponents (e.g. the captured image being darker than ingame), so my instructor suggested “skipping the middle man” getting the data directly from the GBuffer.
I found GetGBufferData in DeferredShadingCommon.ush, though I don’t whether it’s possible (and if yes, how) to access that function from within regular C++ code.
I also am aware of the option View Mode → Buffer Visualization Mode menu in the editor and tried to investigate how that is implemented, hoping to find some code to have a look at, but so far I haven’t found anything.