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出品Screenshot as Texture2Dのメディア1

説明

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Screenshot can be converted to Texture2D during the gameplay runtime by logic trigger.

Screenshots will not be saved locally, taking up extra disk space.

Utilizing UE's native reflection, one node covers all functionality, the runtime is high-performance without frame loss, which can be connected to any logical chain at will. It has high performance, so Texture2D can be transferred to UMG or Materials without worry anymore. And then, it also supports Texture2D serializing to SaveGame.

PlayableDemo | Demo Video | SampleProject

Features:

  •  Screenshot for UMG or Materials(Game camera transition, like PersonaⅤ, using the effect of turning pages in a book), and not store picture to local disk, not store UAsset locally to make sure take screenshots without large frame loss on runtime.

  •  An asynchronous blueprint node contains all functionality and is easy to use.

  • Can take a screenshot according to the specified width and height, and then create Texture2D runtime.

  • Blueprint node supports Texture2D serializing to SaveGame.

  •  Written in C++ for maximum performance

Code Modules:

  •  CaptureTexture2D (Runtime)

Number of Blueprints: 0

Number of C++ Classes: 2

Network Replicated: (Yes/No) No

Supported Development Platforms: Windows, Mac, Linux (Developing for the Console platform requires using a specific resolution node)

Supported Target Build Platforms: Windows, Mac, Linux, Android, iOS

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