Add camera capture and register with game mode mechanisms

This commit is contained in:
nsubiron 2017-03-15 14:24:43 +01:00
parent 734f0f0534
commit cfa7da7cf1
11 changed files with 372 additions and 145 deletions

View File

@ -102,12 +102,17 @@ APlayerStart *CarlaGameController::ChoosePlayerStart(
return AvailableStartSpots[0u];
}
void CarlaGameController::RegisterPlayer(AController *NewPlayer)
void CarlaGameController::RegisterPlayer(AController &NewPlayer)
{
Player = Cast<ACarlaVehicleController>(NewPlayer);
Player = Cast<ACarlaVehicleController>(&NewPlayer);
check(Player != nullptr);
}
void CarlaGameController::RegisterCaptureCamera(const ASceneCaptureCamera &CaptureCamera)
{
}
void CarlaGameController::Tick(float DeltaSeconds)
{
check(Player != nullptr);

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@ -16,7 +16,9 @@ public:
virtual APlayerStart *ChoosePlayerStart(const TArray<APlayerStart *> &AvailableStartSpots) override;
virtual void RegisterPlayer(AController *NewPlayer) override;
virtual void RegisterPlayer(AController &NewPlayer) override;
virtual void RegisterCaptureCamera(const ASceneCaptureCamera &CaptureCamera) override;
virtual void Tick(float DeltaSeconds) override;

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@ -4,8 +4,9 @@
#include "Array.h"
class APlayerStart;
class AController;
class APlayerStart;
class ASceneCaptureCamera;
/// Base class for a CARLA game controller.
class CARLA_API CarlaGameControllerBase
@ -16,7 +17,9 @@ public:
virtual APlayerStart *ChoosePlayerStart(const TArray<APlayerStart *> &AvailableStartSpots) = 0;
virtual void RegisterPlayer(AController *NewPlayer) = 0;
virtual void RegisterPlayer(AController &NewPlayer) = 0;
virtual void Tick(float DeltaSeconds) {}
virtual void RegisterCaptureCamera(const ASceneCaptureCamera &CaptureCamera) = 0;
virtual void Tick(float DeltaSeconds) = 0;
};

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@ -7,6 +7,8 @@
#include "EngineUtils.h"
#include "GameFramework/PlayerStart.h"
#include "SceneCaptureCamera.h"
#include "CarlaGameInstance.h"
#include "CarlaGameState.h"
#include "CarlaPlayerState.h"
@ -16,12 +18,12 @@ ACarlaGameMode::ACarlaGameMode() :
Super(),
GameController(nullptr)
{
PrimaryActorTick.bCanEverTick = true;
PrimaryActorTick.TickGroup = TG_PrePhysics;
PlayerControllerClass = ACarlaVehicleController::StaticClass();
GameStateClass = ACarlaGameState::StaticClass();
PlayerStateClass = ACarlaPlayerState::StaticClass();
PrimaryActorTick.bCanEverTick = true;
PrimaryActorTick.TickGroup = TG_PrePhysics;
}
void ACarlaGameMode::InitGame(
@ -41,17 +43,18 @@ void ACarlaGameMode::InitGame(
void ACarlaGameMode::RestartPlayer(AController* NewPlayer)
{
check(NewPlayer != nullptr);
TArray<APlayerStart *> UnOccupiedStartPoints;
APlayerStart *PlayFromHere = FindUnOccupiedStartPoints(NewPlayer, UnOccupiedStartPoints);
if (PlayFromHere != nullptr) {
RestartPlayerAtPlayerStart(NewPlayer, PlayFromHere);
GameController->RegisterPlayer(NewPlayer);
RegisterPlayer(*NewPlayer);
return;
} else if (UnOccupiedStartPoints.Num() > 0u) {
APlayerStart *StartSpot = GameController->ChoosePlayerStart(UnOccupiedStartPoints);
if (StartSpot != nullptr) {
RestartPlayerAtPlayerStart(NewPlayer, UnOccupiedStartPoints[0u]);
GameController->RegisterPlayer(NewPlayer);
RegisterPlayer(*NewPlayer);
return;
}
}
@ -64,6 +67,20 @@ void ACarlaGameMode::Tick(float DeltaSeconds)
GameController->Tick(DeltaSeconds);
}
void ACarlaGameMode::RegisterCaptureCamera(ASceneCaptureCamera &CaptureCamera)
{
check(GameController != nullptr);
AddTickPrerequisiteActor(&CaptureCamera);
GameController->RegisterCaptureCamera(CaptureCamera);
}
void ACarlaGameMode::RegisterPlayer(AController &NewPlayer)
{
check(GameController != nullptr);
AddTickPrerequisiteActor(&NewPlayer);
GameController->RegisterPlayer(NewPlayer);
}
APlayerStart *ACarlaGameMode::FindUnOccupiedStartPoints(
AController *Player,
TArray<APlayerStart *> &UnOccupiedStartPoints)

View File

@ -7,6 +7,7 @@
#include "CarlaGameMode.generated.h"
class APlayerStart;
class ASceneCaptureCamera;
/**
*
@ -30,8 +31,12 @@ public:
virtual void Tick(float DeltaSeconds) override;
void RegisterCaptureCamera(ASceneCaptureCamera &CaptureCamera);
private:
void RegisterPlayer(AController &NewPlayer);
/// Iterate all the APlayerStart present in the world and add the ones with
/// unoccupied locations to @a UnOccupiedStartPoints.
///

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@ -9,9 +9,9 @@ APlayerStart *MockGameController::ChoosePlayerStart(
return AvailableStartSpots[0u];
}
void MockGameController::RegisterPlayer(AController *NewPlayer)
void MockGameController::RegisterPlayer(AController &NewPlayer)
{
ACarlaVehicleController *VehicleController = Cast<ACarlaVehicleController>(NewPlayer);
ACarlaVehicleController *VehicleController = Cast<ACarlaVehicleController>(&NewPlayer);
if (VehicleController != nullptr) {
if (!VehicleController->IsInManualMode())
VehicleController->SetManualMode(true);
@ -19,3 +19,13 @@ void MockGameController::RegisterPlayer(AController *NewPlayer)
UE_LOG(LogCarla, Warning, TEXT("Player is not a ACarlaVehicleController"));
}
}
void MockGameController::RegisterCaptureCamera(const ASceneCaptureCamera &CaptureCamera)
{
}
void MockGameController::Tick(float DeltaSeconds)
{
}

View File

@ -11,5 +11,9 @@ public:
virtual APlayerStart *ChoosePlayerStart(const TArray<APlayerStart *> &AvailableStartSpots) override;
virtual void RegisterPlayer(AController *NewPlayer) override;
virtual void RegisterPlayer(AController &NewPlayer) override;
virtual void RegisterCaptureCamera(const ASceneCaptureCamera &CaptureCamera) override;
virtual void Tick(float DeltaSeconds) override;
};

View File

@ -8,43 +8,19 @@
#include "Components/StaticMeshComponent.h"
#include "Engine/CollisionProfile.h"
#include "Engine/TextureRenderTarget2D.h"
#include "Game/CarlaGameMode.h"
#include "HighResScreenshot.h"
#include "Paths.h"
#include "StaticMeshResources.h"
#include "TextureResource.h"
// -- Static methods -----------------------------------------------------------
static void SaveRenderTargetToDisk(UTextureRenderTarget2D* InRenderTarget, FString Filename)
{
FTextureRenderTargetResource* RTResource = InRenderTarget->GameThread_GetRenderTargetResource();
FReadSurfaceDataFlags ReadPixelFlags(RCM_UNorm);
ReadPixelFlags.SetLinearToGamma(true);
TArray<FColor> OutBMP;
RTResource->ReadPixels(OutBMP, ReadPixelFlags);
for (FColor& color : OutBMP)
{
color.A = 255;
}
FIntPoint DestSize(InRenderTarget->GetSurfaceWidth(), InRenderTarget->GetSurfaceHeight());
FString ResultPath;
FHighResScreenshotConfig& HighResScreenshotConfig = GetHighResScreenshotConfig();
HighResScreenshotConfig.SaveImage(Filename, OutBMP, DestSize, &ResultPath);
}
// -- ASceneCaptureCamera ------------------------------------------------------
ASceneCaptureCamera::ASceneCaptureCamera(const FObjectInitializer& ObjectInitializer) :
Super(ObjectInitializer),
SaveToFolder(FPlatformProcess::UserDir()),
FileName("capture_%05d.png"),
CapturesPerSecond(15.0f),
SizeX(200u),
SizeY(200u)
{
PrimaryActorTick.bCanEverTick = true;
PrimaryActorTick.TickGroup = TG_PrePhysics;
MeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("CamMesh0"));
@ -57,34 +33,12 @@ ASceneCaptureCamera::ASceneCaptureCamera(const FObjectInitializer& ObjectInitial
DrawFrustum = CreateDefaultSubobject<UDrawFrustumComponent>(TEXT("DrawFrust0"));
DrawFrustum->bIsEditorOnly = true;
DrawFrustum->SetupAttachment(GetMeshComp());
DrawFrustum->SetupAttachment(MeshComp);
CaptureRenderTarget = CreateDefaultSubobject<UTextureRenderTarget2D>(TEXT("CaptureRenderTarget0"));
CaptureComponent2D = CreateDefaultSubobject<USceneCaptureComponent2D>(TEXT("SceneCaptureComponent2D"));
CaptureComponent2D->SetupAttachment(GetMeshComp());
}
ASceneCaptureCamera::~ASceneCaptureCamera() {}
void ASceneCaptureCamera::OnInterpToggle(bool bEnable)
{
CaptureComponent2D->SetVisibility(bEnable);
}
void ASceneCaptureCamera::UpdateDrawFrustum()
{
if(DrawFrustum && CaptureComponent2D)
{
DrawFrustum->FrustumStartDist = GNearClippingPlane;
// 1000 is the default frustum distance, ideally this would be infinite but that might cause rendering issues
DrawFrustum->FrustumEndDist = (CaptureComponent2D->MaxViewDistanceOverride > DrawFrustum->FrustumStartDist)
? CaptureComponent2D->MaxViewDistanceOverride : 1000.0f;
DrawFrustum->FrustumAngle = CaptureComponent2D->FOVAngle;
//DrawFrustum->FrustumAspectRatio = CaptureComponent2D->AspectRatio;
}
CaptureComponent2D->SetupAttachment(MeshComp);
}
void ASceneCaptureCamera::PostActorCreated()
@ -93,14 +47,14 @@ void ASceneCaptureCamera::PostActorCreated()
// no need load the editor mesh when there is no editor
#if WITH_EDITOR
if(GetMeshComp())
if(MeshComp)
{
if (!IsRunningCommandlet())
{
if( !GetMeshComp()->GetStaticMesh())
if( !MeshComp->GetStaticMesh())
{
UStaticMesh* CamMesh = LoadObject<UStaticMesh>(NULL, TEXT("/Engine/EditorMeshes/MatineeCam_SM.MatineeCam_SM"), NULL, LOAD_None, NULL);
GetMeshComp()->SetStaticMesh(CamMesh);
MeshComp->SetStaticMesh(CamMesh);
}
}
}
@ -121,49 +75,34 @@ void ASceneCaptureCamera::BeginPlay()
CaptureComponent2D->TextureTarget = CaptureRenderTarget;
CaptureComponent2D->UpdateContent();
CaptureComponent2D->Activate();
// Register this camera with the game mode.
ACarlaGameMode *GameMode = Cast<ACarlaGameMode>(GetWorld()->GetAuthGameMode());
if (GameMode != nullptr)
GameMode->RegisterCaptureCamera(*this);
}
void ASceneCaptureCamera::Tick(float Delta)
{
Super::Tick(Delta);
const float CaptureUpdateTime = 1.0f / CapturesPerSecond;
ElapsedTimeSinceLastCapture += Delta;
if (bCaptureScene && (ElapsedTimeSinceLastCapture >= CaptureUpdateTime))
{
if (CaptureComponent2D == nullptr)
{
UE_LOG(LogCarla, Error, TEXT("Missing capture component"));
}
if (CaptureRenderTarget)
{
// Capture scene.
FString FilePath = FPaths::Combine(SaveToFolder, FString::Printf(*FileName, CaptureFileNameCount));
//UE_LOG(LogCarla, Log, TEXT("Delta %fs: Capture %s"), ElapsedTimeSinceLastCapture, *FilePath);
SaveRenderTargetToDisk(CaptureRenderTarget, FilePath);
++CaptureFileNameCount;
}
else
{
UE_LOG(LogCarla, Error, TEXT("Missing render target"));
}
ElapsedTimeSinceLastCapture = 0.0f;
}
// Update the image bitmap.
FTextureRenderTargetResource* RTResource = CaptureRenderTarget->GameThread_GetRenderTargetResource();
FReadSurfaceDataFlags ReadPixelFlags(RCM_UNorm);
ReadPixelFlags.SetLinearToGamma(true);
RTResource->ReadPixels(ImageBitMap, ReadPixelFlags);
}
UStaticMeshComponent* ASceneCaptureCamera::GetMeshComp() const
void ASceneCaptureCamera::UpdateDrawFrustum()
{
return MeshComp;
}
if(DrawFrustum && CaptureComponent2D)
{
DrawFrustum->FrustumStartDist = GNearClippingPlane;
USceneCaptureComponent2D* ASceneCaptureCamera::GetCaptureComponent2D() const
{
return CaptureComponent2D;
}
// 1000 is the default frustum distance, ideally this would be infinite but that might cause rendering issues
DrawFrustum->FrustumEndDist = (CaptureComponent2D->MaxViewDistanceOverride > DrawFrustum->FrustumStartDist)
? CaptureComponent2D->MaxViewDistanceOverride : 1000.0f;
UDrawFrustumComponent* ASceneCaptureCamera::GetDrawFrustum() const
{
return DrawFrustum;
DrawFrustum->FrustumAngle = CaptureComponent2D->FOVAngle;
//DrawFrustum->FrustumAspectRatio = CaptureComponent2D->AspectRatio;
}
}

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@ -20,30 +20,37 @@ class CARLA_API ASceneCaptureCamera : public AActor
{
GENERATED_BODY()
float ElapsedTimeSinceLastCapture = 0.0f;
public:
size_t CaptureFileNameCount = 0u;
ASceneCaptureCamera(const FObjectInitializer& ObjectInitializer);
protected:
virtual void PostActorCreated() override;
public:
UPROPERTY(Category = SceneCapture, EditAnywhere)
bool bCaptureScene = true;
UPROPERTY(Category = SceneCapture, EditAnywhere, meta = (EditCondition = bCaptureScene))
FString SaveToFolder;
virtual void BeginPlay() override;
UPROPERTY(Category = SceneCapture, EditAnywhere, meta = (EditCondition = bCaptureScene))
FString FileName;
virtual void Tick(float Delta) override;
UPROPERTY(Category = SceneCapture, EditAnywhere, meta = (EditCondition = bCaptureScene))
float CapturesPerSecond;
UPROPERTY(Category = SceneCapture, EditAnywhere, meta = (EditCondition = bCaptureScene))
uint32 SizeX;
UPROPERTY(Category = SceneCapture, EditAnywhere, meta = (EditCondition = bCaptureScene))
uint32 SizeY;
const TArray<FColor> &GetImage() const
{
return ImageBitMap;
}
private:
/// Used to synchronize the DrawFrustumComponent with the
/// SceneCaptureComponent2D settings.
void UpdateDrawFrustum();
UPROPERTY(Category = SceneCapture, EditAnywhere)
uint32 SizeX;
UPROPERTY(Category = SceneCapture, EditAnywhere)
uint32 SizeY;
/** To display the 3d camera in the editor. */
UPROPERTY()
class UStaticMeshComponent* MeshComp;
@ -60,30 +67,6 @@ private:
UPROPERTY(Transient)
class USceneCaptureComponent2D* CaptureComponent2D;
public:
ASceneCaptureCamera(const FObjectInitializer& ObjectInitializer);
~ASceneCaptureCamera();
virtual void PostActorCreated() override;
virtual void BeginPlay() override;
virtual void Tick(float Delta) override;
/** Used to synchronize the DrawFrustumComponent with the SceneCaptureComponent2D settings. */
void UpdateDrawFrustum();
UFUNCTION(BlueprintCallable, Category="Rendering")
void OnInterpToggle(bool bEnable);
/** Returns CaptureComponent2D subobject **/
USceneCaptureComponent2D* GetCaptureComponent2D() const;
/** Returns DrawFrustum subobject **/
UDrawFrustumComponent* GetDrawFrustum() const;
/** Returns MeshComp subobject **/
UStaticMeshComponent* GetMeshComp() const;
UPROPERTY()
TArray<FColor> ImageBitMap;
};

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@ -0,0 +1,169 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Carla.h"
#include "SceneCaptureToDiskCamera.h"
#include "Components/DrawFrustumComponent.h"
#include "Components/SceneCaptureComponent2D.h"
#include "Components/StaticMeshComponent.h"
#include "Engine/CollisionProfile.h"
#include "Engine/TextureRenderTarget2D.h"
#include "HighResScreenshot.h"
#include "Paths.h"
#include "StaticMeshResources.h"
#include "TextureResource.h"
// -- Static methods -----------------------------------------------------------
static void SaveRenderTargetToDisk(UTextureRenderTarget2D* InRenderTarget, FString Filename)
{
FTextureRenderTargetResource* RTResource = InRenderTarget->GameThread_GetRenderTargetResource();
FReadSurfaceDataFlags ReadPixelFlags(RCM_UNorm);
ReadPixelFlags.SetLinearToGamma(true);
TArray<FColor> OutBMP;
RTResource->ReadPixels(OutBMP, ReadPixelFlags);
for (FColor& color : OutBMP)
{
color.A = 255;
}
FIntPoint DestSize(InRenderTarget->GetSurfaceWidth(), InRenderTarget->GetSurfaceHeight());
FString ResultPath;
FHighResScreenshotConfig& HighResScreenshotConfig = GetHighResScreenshotConfig();
HighResScreenshotConfig.SaveImage(Filename, OutBMP, DestSize, &ResultPath);
}
// -- ASceneCaptureToDiskCamera ------------------------------------------------------
ASceneCaptureToDiskCamera::ASceneCaptureToDiskCamera(const FObjectInitializer& ObjectInitializer) :
Super(ObjectInitializer),
SaveToFolder(FPlatformProcess::UserDir()),
FileName("capture_%05d.png"),
CapturesPerSecond(15.0f),
SizeX(200u),
SizeY(200u)
{
PrimaryActorTick.bCanEverTick = true;
MeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("CamMesh0"));
MeshComp->SetCollisionProfileName(UCollisionProfile::NoCollision_ProfileName);
MeshComp->bHiddenInGame = true;
MeshComp->CastShadow = false;
MeshComp->PostPhysicsComponentTick.bCanEverTick = false;
RootComponent = MeshComp;
DrawFrustum = CreateDefaultSubobject<UDrawFrustumComponent>(TEXT("DrawFrust0"));
DrawFrustum->bIsEditorOnly = true;
DrawFrustum->SetupAttachment(GetMeshComp());
CaptureRenderTarget = CreateDefaultSubobject<UTextureRenderTarget2D>(TEXT("CaptureRenderTarget0"));
CaptureComponent2D = CreateDefaultSubobject<USceneCaptureComponent2D>(TEXT("SceneCaptureComponent2D"));
CaptureComponent2D->SetupAttachment(GetMeshComp());
}
ASceneCaptureToDiskCamera::~ASceneCaptureToDiskCamera() {}
void ASceneCaptureToDiskCamera::OnInterpToggle(bool bEnable)
{
CaptureComponent2D->SetVisibility(bEnable);
}
void ASceneCaptureToDiskCamera::UpdateDrawFrustum()
{
if(DrawFrustum && CaptureComponent2D)
{
DrawFrustum->FrustumStartDist = GNearClippingPlane;
// 1000 is the default frustum distance, ideally this would be infinite but that might cause rendering issues
DrawFrustum->FrustumEndDist = (CaptureComponent2D->MaxViewDistanceOverride > DrawFrustum->FrustumStartDist)
? CaptureComponent2D->MaxViewDistanceOverride : 1000.0f;
DrawFrustum->FrustumAngle = CaptureComponent2D->FOVAngle;
//DrawFrustum->FrustumAspectRatio = CaptureComponent2D->AspectRatio;
}
}
void ASceneCaptureToDiskCamera::PostActorCreated()
{
Super::PostActorCreated();
// no need load the editor mesh when there is no editor
#if WITH_EDITOR
if(GetMeshComp())
{
if (!IsRunningCommandlet())
{
if( !GetMeshComp()->GetStaticMesh())
{
UStaticMesh* CamMesh = LoadObject<UStaticMesh>(NULL, TEXT("/Engine/EditorMeshes/MatineeCam_SM.MatineeCam_SM"), NULL, LOAD_None, NULL);
GetMeshComp()->SetStaticMesh(CamMesh);
}
}
}
#endif
// Sync component with CameraActor frustum settings.
UpdateDrawFrustum();
}
void ASceneCaptureToDiskCamera::BeginPlay()
{
Super::BeginPlay();
CaptureRenderTarget->InitCustomFormat(SizeX, SizeY, PF_B8G8R8A8, false);
CaptureRenderTarget->UpdateResource();
CaptureComponent2D->Deactivate();
CaptureComponent2D->TextureTarget = CaptureRenderTarget;
CaptureComponent2D->UpdateContent();
CaptureComponent2D->Activate();
}
void ASceneCaptureToDiskCamera::Tick(float Delta)
{
Super::Tick(Delta);
const float CaptureUpdateTime = 1.0f / CapturesPerSecond;
ElapsedTimeSinceLastCapture += Delta;
if (bCaptureScene && (ElapsedTimeSinceLastCapture >= CaptureUpdateTime))
{
if (CaptureComponent2D == nullptr)
{
UE_LOG(LogCarla, Error, TEXT("Missing capture component"));
}
if (CaptureRenderTarget)
{
// Capture scene.
FString FilePath = FPaths::Combine(SaveToFolder, FString::Printf(*FileName, CaptureFileNameCount));
//UE_LOG(LogCarla, Log, TEXT("Delta %fs: Capture %s"), ElapsedTimeSinceLastCapture, *FilePath);
SaveRenderTargetToDisk(CaptureRenderTarget, FilePath);
++CaptureFileNameCount;
}
else
{
UE_LOG(LogCarla, Error, TEXT("Missing render target"));
}
ElapsedTimeSinceLastCapture = 0.0f;
}
}
UStaticMeshComponent* ASceneCaptureToDiskCamera::GetMeshComp() const
{
return MeshComp;
}
USceneCaptureComponent2D* ASceneCaptureToDiskCamera::GetCaptureComponent2D() const
{
return CaptureComponent2D;
}
UDrawFrustumComponent* ASceneCaptureToDiskCamera::GetDrawFrustum() const
{
return DrawFrustum;
}

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@ -0,0 +1,90 @@
// Fill out your copyright notice in the Description page of Project Settings.
/**
* Own SceneCapture, re-implementing some of the methods since ASceneCapture
* cannot be subclassed.
*/
#pragma once
#include "GameFramework/Actor.h"
#include "StaticMeshResources.h"
#include "SceneCaptureToDiskCamera.generated.h"
class UDrawFrustumComponent;
class USceneCaptureComponent2D;
class UStaticMeshComponent;
UCLASS(hidecategories=(Collision, Material, Attachment, Actor))
class CARLA_API ASceneCaptureToDiskCamera : public AActor
{
GENERATED_BODY()
float ElapsedTimeSinceLastCapture = 0.0f;
size_t CaptureFileNameCount = 0u;
public:
UPROPERTY(Category = SceneCapture, EditAnywhere)
bool bCaptureScene = true;
UPROPERTY(Category = SceneCapture, EditAnywhere, meta = (EditCondition = bCaptureScene))
FString SaveToFolder;
UPROPERTY(Category = SceneCapture, EditAnywhere, meta = (EditCondition = bCaptureScene))
FString FileName;
UPROPERTY(Category = SceneCapture, EditAnywhere, meta = (EditCondition = bCaptureScene))
float CapturesPerSecond;
UPROPERTY(Category = SceneCapture, EditAnywhere, meta = (EditCondition = bCaptureScene))
uint32 SizeX;
UPROPERTY(Category = SceneCapture, EditAnywhere, meta = (EditCondition = bCaptureScene))
uint32 SizeY;
private:
/** To display the 3d camera in the editor. */
UPROPERTY()
class UStaticMeshComponent* MeshComp;
/** To allow drawing the camera frustum in the editor. */
UPROPERTY()
class UDrawFrustumComponent* DrawFrustum;
/** Render target necessary for scene capture */
UPROPERTY(Transient)
class UTextureRenderTarget2D* CaptureRenderTarget;
/** Scene capture component. */
UPROPERTY(Transient)
class USceneCaptureComponent2D* CaptureComponent2D;
public:
ASceneCaptureToDiskCamera(const FObjectInitializer& ObjectInitializer);
~ASceneCaptureToDiskCamera();
virtual void PostActorCreated() override;
virtual void BeginPlay() override;
virtual void Tick(float Delta) override;
/** Used to synchronize the DrawFrustumComponent with the SceneCaptureComponent2D settings. */
void UpdateDrawFrustum();
UFUNCTION(BlueprintCallable, Category="Rendering")
void OnInterpToggle(bool bEnable);
/** Returns CaptureComponent2D subobject **/
USceneCaptureComponent2D* GetCaptureComponent2D() const;
/** Returns DrawFrustum subobject **/
UDrawFrustumComponent* GetDrawFrustum() const;
/** Returns MeshComp subobject **/
UStaticMeshComponent* GetMeshComp() const;
};