Hi, I am trying to recreate an editor-only function (HRSS) for a shipping version of the project. The following code functions during PIE but not when packaged.
GetHighResScreenshotConfig().bMaskEnabled = true;
GEngine->GameViewport->Viewport->TakeHighResScreenShot();
This is probably because of the #if WITH_EDITOR condition in HighResScreenshot.cpp on line 46 which uses some editor only classes/material to create and merge the mask which is generated in the custom depth buffer.
So is there a way around this without modifying the engine? Or do I need to recreate most of the functionality to get it working in the client. I am hoping it possible to access the render buffer to get the customdepth pass and pass it into the highres screenshot class when it comes to merging the two textures together