I need to save a huge amount of screenshots of the same scene while applying different shaders and stuff, I can easily call Execute Console Command from blueprint passing by HighResShot X (where X is an int).
My point is:
Could I set the filename by myself? Would be great to be able to have something like that:
I’ve created a Blueprint Function Library with a static method that calls FScreenshotRequest::RequestScreenshot where I’m able to set a FString as filename
(RequestScreenshot | Unreal Engine Documentation)