Hello! You can use two things:
- Add world->GetGameViewport()->Viewport->TakeHighResScreenShot() to make a snapshot
- Bind to UGameViewportClient::OnScreenshotCaptured() delegate and get the data after snapshot is done
Hello! You can use two things:
Hi,
Is there a way to read the final color values for each pixel which are send from UE4 to a connected display during playing? My idea was to use a SceneCaptureComponent2D and a RenderTarget and export the render target as hdr or png image, which should contain that information pixel wise. Since there are different capture sources like Final Color (LDR) in RGB, Final Color (HDR) in Linear sRGB gamut or Final Color (with tone curve) in Linear sRGB gamut in the SceneCaptureComponent2D, I ask myself if I am on the right track and which of these could contain the information which my output device uses.
The background is that i want to characterize my display for different, in UE4 generated scenes. For this i need the data that the display receives.
Thank you! HighResScreenShot is what I need!