I am also curious about this… is there anyway to also capture the UMG HUD elements outside of simply using good old “PrintScreen”? It would be nice to be able to utilize the HighResShot command and have the HUD included.
That is correct. I’m not clear on any other way to capture both. If you think about it, the HUD is rendered at the screen resolution, anchored, while the viewport can be an arbitrary number.
In the document of FScreenshotRequest, there is a parameter to control whether to show UI.
If you can use c++ in your project, setting bInShowUI to true might be an alternative solution.