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Version: bleeding-edge 🩸

πŸ“½οΈ SceneCapture

Scene Capture is an Actor which captures a fully dynamic image of the scene into a Texture. It captures the scene from its view frustum, stores that view as an image, which is then used within a Material.

πŸ’‚Authority
This class can only be spawned on 🟧 Client.
πŸ‘ͺInheritance
This class inherits from Base Actor .

πŸŽ’ Examples​

-- Client Side
local scene_capture = SceneCapture(
Vector(-900, 185, 215),
Rotator(0, 90, 90),
256,
256,
0.033,
5000,
100
)

my_prop:SetMaterialFromSceneCapture(scene_capture)
tip

You can use the output Texture from a SceneCapture with :SetMaterialFromSceneCapture() method!

πŸ—οΈ Constructor​

local my_scenecapture = SceneCapture(location?, rotation?, width?, height?, render_rate?, view_distance?, fov_angle?)
TypeNameDefaultDescription
Vector locationVector(0, 0, 0)Location
Rotator rotationRotator(0, 0, 0)Rotation
number width128Width of the generated Texture
number height128Height of the generated Texture
number render_rate0.033Render Rate (how frequent is the capture)
number view_distance5000Maximum distance of capturing
number fov_angle90FOV
note

Scene Captures capture a scene in real time, this means every tick it will re-render the scene from scratch. Please consider reducing the width/height and even the render_rate to improve it's performance.

We've worked hard to make SceneCapture as performatic as possible! Some techniques were applied for optimization and reducing the render_rate automatically when you are far and when the generated texture is out of the screen.

πŸ—Ώ Static Functions​

Inherited Actor Static Functions
Base Actorscripting-reference/classes/base-classes/actor
ReturnsNameDescription
table of Base Actor GetAllReturns a table containing all Actors of the class this is called on
Base Actor GetByIndexReturns a specific Actor of this class at an index
number GetCountReturns how many Actors of this class exist
iterator GetPairsReturns an iterator with all Actors of this class to be used with pairs()
This entity doesn't have own static functions.

🦠 Functions​

Inherited Actor Functions
Base Actorscripting-reference/classes/base-classes/actor
ReturnsNameDescription
AddImpulseApplies a force in world world to this Actor
AttachToAttaches this Actor to any other Actor, optionally at a specific bone
DestroyDestroys this Actor
DetachDetaches this Actor from AttachedTo Actor
SetCollisionSets this Actor's collision type
SetDimensionSets this Actor's Dimension
SetForceAdds a permanent force to this Actor, set to Vector(0, 0, 0) to cancel
SetGravityEnabledSets whether gravity is enabled on this Actor
SetVisibilitySets whether the actor is visible or not
SetHighlightEnabledSets whether the highlight is enabled on this Actor, and which highlight index to use
SetOutlineEnabledSets whether the outline is enabled on this Actor, and which outline index to use
SetLifeSpanSets the time (in seconds) before this Actor is destroyed. After this time has passed, the actor will be automatically destroyed.
SetLocationSets this Actor's location in the game world
SetRotationSets this Actor's rotation in the game world
SetRelativeLocationSets this Actor's relative location in local space (only if this actor is attached)
SetRelativeRotationSets this Actor's relative rotation in local space (only if this actor is attached)
SetScaleSets this Actor's scale
SetNetworkAuthoritySets the Player to have network authority over this Actor
SetValueSets a value in this Actor
TranslateToSmoothly moves this actor to a location over a certain time
RotateToSmoothly rotates this actor to an angle over a certain time
boolean IsBeingDestroyedReturns true if this Actor is being destroyed
boolean IsVisibleReturns true if this Actor is visible
boolean IsGravityEnabledReturns true if gravity is enabled on this Actor
boolean IsInWaterReturns true if this Actor is in water
boolean IsNetworkDistributedReturns true if this Actor is currently network distributed
boolean IsValidReturns true if this Actor is valid (i.e. wasn't destroyed and points to a valid Actor)
table of Base Actor GetAttachedEntitiesGets all Actors attached to this Actor
Base Actor or nilGetAttachedToGets the Actor this Actor is attached to
table GetBoundsGets this Actor's bounds
CollisionTypeGetCollisionGets this Actor's collision type
number GetIDGets the universal network ID of this Actor (same on both client and server)
Vector GetLocationGets this Actor's location in the game world
Player or nilGetNetworkAuthorityGets this Actor's Network Authority Player
Rotator GetRotationGets this Actor's angle in the game world
Vector GetForceGets this Actor's force (set by SetForce())
number GetDimensionGets this Actor's dimension
boolean HasNetworkAuthorityReturns true if the local Player is currently the Network Authority of this Actor
boolean HasAuthorityGets if this Actor was spawned by the client side
Vector GetScaleGets this Actor's scale
string GetTypeGets the type of this Actor
any GetValueGets a value stored on this Actor at the given key. Please refer to Entity Values for more information
Vector GetVelocityGets this Actor's current velocity
AddActorTagAdds an Unreal Actor Tag to this Actor
RemoveActorTagRemoves an Unreal Actor Tag from this Actor
table of string GetActorTagsGets all Unreal Actor Tags on this Actor
boolean WasRecentlyRenderedGets if this Actor was recently rendered on screen
number GetDistanceFromCameraGets the distance of this Actor from the Camera
number GetScreenPercentageGets the percentage of this Actor size in the screen
function SubscribeSubscribes to an Event
UnsubscribeUnsubscribes all callbacks from this Event in this Actor within this Package, or only the callback passed
ReturnsNameDescription
AddRenderActorAdds an Actor to the Render Only list
RemoveRenderActorRemoves an Actor from the Render Only list
ClearRenderActorsClears the Render Only list
SetFreezeStops or Restore Capturing
SetFOVAngleSets the FOV
SetShowFlagEnables/Disables rendering features from being captured
ResizeChange the output Texture size Note: too high texture will make the capture slower and will affect game performance
SetRenderRateSet how frequent is the capture Note: Setting to 0 will make it capture every frame

AddRenderActor​

Adds an Actor to the Render Only list

Note: adding one actor to this will make the SceneCapture only to render those Actors.
my_scenecapture:AddRenderActor(actor)
TypeParameterDefaultDescription
Base Actor actor

RemoveRenderActor​

Removes an Actor from the Render Only list
my_scenecapture:RemoveRenderActor(actor)
TypeParameterDefaultDescription
Base Actor actor

ClearRenderActors​

Clears the Render Only list
my_scenecapture:ClearRenderActors()

SetFreeze​

Stops or Restore Capturing
my_scenecapture:SetFreeze(freeze)
TypeParameterDefaultDescription
boolean freeze

SetFOVAngle​

Sets the FOV
my_scenecapture:SetFOVAngle(angle)
TypeParameterDefaultDescription
number angle

SetShowFlag​

Enables/Disables rendering features from being captured
A complete list of available flags can be found in the Official Unreal Documentation
my_scenecapture:SetShowFlag(flag, enable)
TypeParameterDefaultDescription
string flag
boolean enable

Resize​

Change the output Texture size Note: too high texture will make the capture slower and will affect game performance
my_scenecapture:Resize(width, height)
TypeParameterDefaultDescription
number width
number height

SetRenderRate​

Set how frequent is the capture Note: Setting to 0 will make it capture every frame
my_scenecapture:SetRenderRate(render_rate)
TypeParameterDefaultDescription
number render_rate

πŸš€ Events​

Inherited Actor Events
Base Actorscripting-reference/classes/base-classes/actor
NameDescription
DestroyTriggered when an Actor is destroyed
DimensionChangeTriggered when an Actor changes it's dimension
SpawnTriggered when an Actor is spawned/created
ValueChangeTriggered when an Actor has a value changed with :SetValue()
This entity doesn't have own events.