I want to transform an ingame camera view to a permanent texture. For this, I managed to transform the rendertarget into an Texture2d. Now if I save this Texture2D in an array of Textures, all the Textures are identical because they all refer to the same pointer and I struggle at solving this. I assume that I have to create a new texture object, but well... I haven't manage to yet...
I hope you can help me.
Here's my code and the according blueprint.
ScreenShotToTexture.h
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "ScreenShotToTexture.generated.h"
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class MYPROJECT_API UScreenShotToTexture : public UActorComponent
{
GENERATED_BODY()
public:
// Sets default values for this component's properties
UScreenShotToTexture();
protected:
// Called when the game starts
virtual void BeginPlay() override;
public:
// Called every frame
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
public:
UPROPERTY(EditAnywhere)
UTextureRenderTarget2D* RenderTarget;
UPROPERTY(EditAnywhere)
UTexture2D* Picture;
UFUNCTION(BlueprintCallable) //so visible in BluePrints
UTexture2D* TakePic();
};
ScrenShotToTexture.cpp
// Fill out your copyright notice in the Description page of Project Settings.
#include "ScreenShotToTexture.h"
#include "Engine/TextureRenderTarget2D.h"
#include "Components/SceneCaptureComponent2D.h"
#include "UObject/ObjectMacros.h"
// Sets default values for this component's properties
UScreenShotToTexture::UScreenShotToTexture()
{
// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
// off to improve performance if you don't need them.
PrimaryComponentTick.bCanEverTick = true;
// ...
}
// Called when the game starts
void UScreenShotToTexture::BeginPlay()
{
Super::BeginPlay();
// ...
}
// Called every frame
void UScreenShotToTexture::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
// ...
}
UTexture2D* UScreenShotToTexture::TakePic()
{
if(RenderTarget == nullptr)
{
UE_LOG(LogTemp, Error, TEXT("No RenderTarget set."));
return nullptr;
}
Picture = RenderTarget->ConstructTexture2D(this,"Test", EObjectFlags::RF_NoFlags, CTF_Default) ;
return Picture;
}
Found the answer here: https://answers.unrealengine.com/questions/193827/how-to-get-texture-pixels-using-utexturerendertarg.html
void UScreenShotToTexture::CreateTexture()
UTextureRenderTarget2D* TextureRenderTarget;
// Creates Texture2D to store TextureRenderTarget content
UTexture2D *Texture = UTexture2D::CreateTransient(TextureRenderTarget->SizeX, TextureRenderTarget->SizeY, PF_B8G8R8A8);
#if WITH_EDITORONLY_DATA
Texture->MipGenSettings = TMGS_NoMipmaps;
#endif
Texture->SRGB = TextureRenderTarget->SRGB;
// Read the pixels from the RenderTarget and store them in a FColor array
TArray<FColor> SurfData;
FRenderTarget *RenderTarget = TextureRenderTarget->GameThread_GetRenderTargetResource();
RenderTarget->ReadPixels(SurfData);
// Lock and copies the data between the textures
void* TextureData = Texture->PlatformData->Mips[0].BulkData.Lock(LOCK_READ_WRITE);
const int32 TextureDataSize = SurfData.Num() * 4;
FMemory::Memcpy(TextureData, SurfData.GetData(), TextureDataSize);
Texture->PlatformData->Mips[0].BulkData.Unlock();
// Apply Texture changes to GPU memory
Texture->UpdateResource();
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