fast rendering camera

Hi
i am using Airsim to simulate drones
everything works good but the problem is when i want to render images from the camera. airsim has a client that i can request images with it easily but its really slow! i have a simple environment and an strong computer but arisim capturing about 5 images per second while i at least need 30!
not many resources in use while running the project and capturing data:

i wanted to figure out why this is happening so i have tried to just save screen shots or use a custom camera and save it’s view. both worked real time for me.
i dont know how can i make this airsim work’s faster, would you help me please?
see this code and this one for more details about how airsim working.
i have tested capturing screen shots in the getSceneCaptureImage instead of its self function to see if its working fast enough but i see this error:
A breakpoint instruction (__debugbreak() statement or a similar call) was executed in UnrealEditor-Win64-DebugGame.exe.

and its the code i am trying to save screenshots with it:

UGameViewportClient* GameViewport = GEngine->GameViewport;
static int counter = 0; // Use static to maintain the counter across function calls
if (GameViewport)
{
    FViewport* Viewport = GameViewport->Viewport;
    TArray<FColor> Bitmap;
    if (Viewport->ReadPixels(Bitmap))
    {
        int32 Width = Viewport->GetSizeXY().X;
        int32 Height = Viewport->GetSizeXY().Y;

        // Declare CompressedBitmap
        TArray<uint8> CompressedBitmap;
        counter++;
        // Create the file path
        std::string filePath = "C:/Users/AI-Control Lab/Pictures/Saved Pictures/OpenCVTestImage" + std::to_string(counter) + ".png";

        // Compress the image
        FImageUtils::CompressImageArray(Width, Height, Bitmap, CompressedBitmap);

        // Convert std::string to FString
        FString FilePathFString(filePath.c_str());

        // Save the compressed image to the file
        bool bSuccess = FFileHelper::SaveArrayToFile(CompressedBitmap, *FilePathFString);
        if (bSuccess)
        {
            UE_LOG(LogTemp, Warning, TEXT("Screenshot saved as %s"), *FilePathFString);
        }
        else
        {
            UE_LOG(LogTemp, Error, TEXT("Failed to save screenshot as %s"), *FilePathFString);
        }
    }
    else
    {
        UE_LOG(LogTemp, Warning, TEXT("Viewport->ReadPixels failed"));
    }
}
else
{
    UE_LOG(LogTemp, Error, TEXT("GEngine->GameViewport is null"));
}

thanks for you time.
Reza

why you are asking this here!!!
as you said it’s all about AIRSIM plugging which is even not supported by Microsoft anymore! so go ask them not us about it…

thanks for your fast answer!!
it’s an open-source plugin for Unreal engine and I wanted to change some features in it so I asked in unreal forum :slight_smile: