High Res Screenshot saving to iPad Pro Gallery

We have created a AR experience for the iPad Pro using the Augmented Reality AR Toolkit | Fab plugin and after tweaking it a bit to work how we needed it we successfully got it to track and load a full scale car. All of that functionality works how we would like. The next step of our project is getting a UI button set up that will take a high res screen shot through unreal, we have a simple UI popup field show up where you can type in a name and or email and then it will take that name and add it to the file naming convention and save it to the gallery of the iPad.

Currently we are having issues with the pop up name getting actually applied to file name but it still will be saved to the gallery. Currently we are trying to code this through C++ to have this naming feature work and it feels like we are getting limited by the iOS Apple side of things rather than Unreal.

Was hoping for any insights on things to look out for and maybe any direct knowledge on how to do this. Our ultimate goal is to simply have a button that will take a screen shot and generate a popup window with custom naming options and then save that to the gallery with the custom naming. If we could take it one step further to be able to email it in that same moment that would be great but saving to the gallery with relevant names is our base goal.

Hi Jacob,

Can you elaborate what issue you are encountering with the ‘the pop up name getting actually applied to file name but it still will be saved to the gallery’ and how you ‘are getting limited by the iOS Apple side’ ? As far as I tell see from the various Apple Photo gallery APIs, these would create a copy internal to the system photo library and the input filename shouldn’t matter. As for implementing a UI to drive this feature, this could equally be implemented as a platform agnostic Unreal based UI or as a system specific Cocoa dialog. To emailing the results, you can invoke the iOS specific APIs from MFMailComposeViewController which will allow you to specify recipients, mail fields and add the high res screenshot as an attachment.

Best regards.

Hi Jacob,

The behaviour on the iOS gallery side seems sensical as the asset would fall under Apple’s jurisdiction. I assume the primary reason to save to the gallery is for visualization on device outside of the scope of the UE app?

MFMail would allow you to rename the asset at time of attachment if that helps.

Don’t hesitate to reach out if there’s anything else we can assist with.

Best regards.

Hello,

So when I say pop up, we created a simple UI widget that after clicking the only button, it creates a popup widget that just has simple text field information to record things like name or email and then takes a screen shot of the iPad screen and then saves it off to the internal iPad gallery. The goal we want is for whatever name we put in that text popup window such as a name, that image that is saved uses that custom name you input as the file name. We are able to get the naming window to pop up and work but when it actually goes to save it to the gallery it doesn’t actually utilize the custom name we entered. We feel like it is because iOS is perhaps stopping or preventing the renaming of the image on that side of the hardware and just saves it as it normally would when you take screenshot.

Thank you for MFMail link, this could also solve for what we want to do, as this would be the ultimate goal with the renders. The naming was to help organize before we email but if we can skip that step that may be better. That just leaves the question of how would we call that API from unreal to be able to email it directly.

Thank you.