UnrealImageCapture in UE-5.3
These are the steps I followed to get a minimal version of this pipeline working.
I rebuilt the Plugin for UE-5.3, but could not get the Plugin to work properly (There were errors in the CameraCaptureManager_BP and I could not place it in the Editors).
Similarly to https://github.com/TimmHess/UnrealImageCapture/issues/35, I ended up porting the source files into a project (MyProject) and building everything in that project. Here are the notes I took along the way:
- Moved from
UnrealImageCapture/Plugin_UE5, the filesCameraCaptureManager.cpp,CameraCaptureManager.htoMyProject/Source/MyProject/. - Solve the linking issues by modifying
MyProject.Build.cs
public class MyProject : ModuleRules
{
public MyProject(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] {
"Core",
"InputCore",
"ImageWrapper",
"RenderCore",
"Renderer",
"RHI",
"CoreUObject",
"Engine",
"Slate",
"SlateCore",
});
}
- You should be able to compile the C++ code now using VSCode's build task.
- Check that things are working by looking for
CameraCaptureManagerin the Editor's content manager underC++ Classes. - Drag and drop
CameraCaptureManagerinto the viewport. - Place a
SceneCapture2Dactor (from the Place Actor Panel) - Set the
CaptureComponentofCameraCaptureManagerto point to theSceneCapture2Dcamera. - Open the Level's Blueprint and connect a
Capture Non Blockingfunction to aEnhancedInputComponentthat triggers when the desired key-binding is pressed. - Play the map, and press the selected capture key-binding.
Hey, sorry I am not very active on this anymore (especially with the pull request pending which is quite nice but ya.. there is barely time ':D). The prebuild plugin cannot work on any version different than the one it was compiled for - this is why I dropped it all altogether. Unfortunately, that sentence never made it into the readme as I realize now...
The way you did it is exactly how I intended it to be done. At some point, I tried to the entire thing more stand-alone but the maintenance is just not worth for me atm. Let's say I am happy that the codebase or interface did not change drastically so that this code can still function at all :)
Thanks for checking out the repo, I hope it will help you :high_brightness:
hello @gdaddi. I followed the same steps as you to complete the code migration in 5.3, but I could only capture the color image, and there was only one empty picture when I captured the Mask image.
I solved this problem by saving images in RGBA format, which had some problems displaying images on my computer, and using python to read them was no problem