Better support for blueprints in SceneCaptureSensor

This commit is contained in:
nsubiron 2018-09-30 09:27:17 +02:00
parent 93809422bd
commit 8cfee9696d
1 changed files with 10 additions and 8 deletions

View File

@ -46,25 +46,26 @@ public:
return ImageHeight;
}
protected:
UFUNCTION(BlueprintCallable)
void EnablePostProcessingEffects(bool Enable = true)
{
bEnablePostProcessingEffects = Enable;
}
public:
UFUNCTION(BlueprintCallable)
bool ArePostProcessingEffectsEnabled() const
{
return bEnablePostProcessingEffects;
}
UFUNCTION(BlueprintCallable)
void SetFOVAngle(float FOVAngle);
UFUNCTION(BlueprintCallable)
float GetFOVAngle() const;
/// Use for debugging purposes only.
UFUNCTION(BlueprintCallable)
bool ReadPixels(TArray<FColor> &BitMap) const
{
check(CaptureRenderTarget != nullptr);
@ -72,6 +73,7 @@ public:
}
/// Use for debugging purposes only.
UFUNCTION(BlueprintCallable)
bool SaveCaptureToDisk(const FString &FilePath) const
{
check(CaptureRenderTarget != nullptr);
@ -95,19 +97,19 @@ private:
void UpdateDrawFrustum();
/// Image width in pixels.
UPROPERTY(Category = "Scene Capture", EditAnywhere)
UPROPERTY(EditAnywhere)
uint32 ImageWidth = 800u;
/// Image height in pixels.
UPROPERTY(Category = "Scene Capture", EditAnywhere)
UPROPERTY(EditAnywhere)
uint32 ImageHeight = 600u;
/// Whether to render the post-processing effects present in the scene.
UPROPERTY(Category = "Scene Capture", EditAnywhere)
UPROPERTY(EditAnywhere)
bool bEnablePostProcessingEffects = true;
/// Render target necessary for scene capture.
UPROPERTY()
UPROPERTY(EditAnywhere)
UTextureRenderTarget2D *CaptureRenderTarget = nullptr;
/// Scene capture component.