Screenshot on ios don't show in IPad gallery

i can complie with this, but when i package it, it shows me message “cannot find interface declaration for ‘Screenshooter’”
Anyone helps???

Got the same issue - any solution?

I know this post is bit old, but helped me a lot (thanks to andreischwingel :smiley: )

I just had to change some points in your code, so the objective-c ios code works. If anyone stumbles over this post with the same issue, here my solution:

At first I didn’t made an extra actor just put the code in an custom Gameinstance h and cpp file, so you could use the methods all over your project just getting the gameinstance and casting it to your blueprint made with the cpp class as parent.

  1. Make a cpp Class of the Gameinstance and add the following before the class declaration, at best after ‘# pragma one’ and before your other includes:

        #include "GameFramework/Actor.h"
        #if PLATFORM_IOS
        #import <UIKit/UIKit.h>
        #import <Foundation/Foundation.h>
            
        @interface Screenshooter : UIViewController <UINavigationControllerDelegate>
        @end
            
        #endif
    
  2. after class declaration

    UCLASS()
    class MyGameInstance : public UGameInstance
    {
    	GENERATED_BODY()
    

add

    public:
    UFUNCTION(BlueprintCallable, Category = "Screenshooter")
    		bool IsScreenshotDone(FString savePath);
    
    	UFUNCTION(BlueprintCallable, Category = "Screenshooter")
    		FString RequestNewScreenshot();
    
    //I didn't used the deleteimagemethod
    	//UFUNCTION(BlueprintCallable, Category = "Screenshooter")
    	//	void DeleteCurrentImage();
    
    	UFUNCTION(BlueprintCallable, Category = "Screenshooter")
    		void SaveNativeScreenshot();
  1. in the gameinstance.cpp add following:

    #include “Misc/Paths.h”

    #if PLATFORM_IOS
    #include "IOSAppDelegate.h"
    #endif
    
    #if PLATFORM_IOS
    
    //@interface Screenshooter : NSObject
    //+ (Screenshooter*)GetDelegate;
    //@end
    
    @implementation Screenshooter
    
    + (Screenshooter*)GetDelegate
    {
    	static Screenshooter* Singleton = [[Screenshooter alloc] init];
    	return Singleton;
    }
    
    -(void)saveShot
    {
    	NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
    	NSString *documentsDirectory = [paths objectAtIndex : 0];
    	const char *dD = [documentsDirectory UTF8String];
    	if (documentsDirectory == nil) { UE_LOG(LogTemp, Warning, TEXT("NoDir")); }
    	NSString *filePath = [documentsDirectory stringByAppendingPathComponent : @"/<Your_App_Name>/Saved/Screenshots/IOS/Image.png"];
    	const char *fP = [filePath UTF8String];
    	UE_LOG(LogTemp, Warning, TEXT("File: %s"), fP);
    	if (filePath == nil) { UE_LOG(LogTemp, Warning, TEXT("NoFile")); }
    	NSLog(@"Print FilePath: %@", filePath);
    	UIImage *image = [UIImage imageWithContentsOfFile : filePath];
    	if (image == nil) { UE_LOG(LogTemp, Warning, TEXT("NoImage")); }
    	UIImageWriteToSavedPhotosAlbum(image, nil, nil, nil);
    }
    
    +(void)saveScreenshotNative
    {
    	[[Screenshooter GetDelegate] performSelectorOnMainThread:@selector(saveShot) withObject:nil waitUntilDone : NO];
    }
    
    @end
    #endif
    
    bool MyGameInstance::IsScreenshotDone(FString savePath)
    {
    	return FPaths::FileExists(*savePath);
    }
    
    FString MyGameInstance::RequestNewScreenshot()
    {
    	FString filename = "Image.png";
    	FScreenshotRequest::RequestScreenshot(filename, true, false);
    	return FScreenshotRequest::GetFilename();
    }
    
    void MyGameInstance::SaveNativeScreenshot()
    {
    #if PLATFORM_IOS
    	[Screenshooter saveScreenshotNative];
    #endif
    }
    
  2. in your blueprints make a method in your gameinstance_bp

and for example call it this way from a umg widget

Hope anyone can use this.

Regards.

Your code worked for me like a charm…

Thank you so much… :slight_smile: