Actually, if you set up a delegate there will be no saving, but you will get a bit map and its size. Like that you can handle saving yourself.
See code: void UGameViewportClient::ProcessScreenShots(FViewport* InViewport)
Actually, if you set up a delegate there will be no saving, but you will get a bit map and its size. Like that you can handle saving yourself.
See code: void UGameViewportClient::ProcessScreenShots(FViewport* InViewport)