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Version: latest - a1.30.x ⚖️

📽️ 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.

💂Authority
This class can only be spawned on 🟧 Client.
👪Inheritance
This class shares methods and events from Base Entity Base Actor .

🎒 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!

🛠 Constructors

Default Constructor

local my_scenecapture = SceneCapture(location?, rotation?, width?, height?, render_rate?, view_distance?, fov_angle?, enable_distance_optimization?, force_always_rendering?)
TypeNameDefaultDescription
Vector locationVector(0, 0, 0)Location
Rotator rotationRotator(0, 0, 0)Rotation
integer width128Width of the generated Texture
integer height128Height of the generated Texture
float render_rate0.033Render Rate (how frequent is the capture)
float view_distance5000Maximum distance of capturing
float fov_angle90FOV
boolean enable_distance_optimizationtrueReduces the rendering frequency if the entities with this Material are too far
boolean force_always_renderingfalseForces it always re-rendering even if no Material using it is on screen
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.

🗿 Static Functions

Inherited Entity Static Functions
Base Entityscripting-reference/classes/base-classes/entity
ReturnsNameDescription
table of Base Entity GetAllReturns a table containing all Entities of the class this is called on
Base Entity GetByIndexReturns a specific Entity of this class at an index
integer GetCountReturns how many Entities of this class exist
iterator GetPairsReturns an iterator with all Entities of this class to be used with pairs()
table InheritInherits this class with the Inheriting System
table of table GetInheritedClassesGets a list of all directly inherited classes from this Class created with the Inheriting System
table or nilGetParentClassGets the parent class if this Class was created with the Inheriting System
boolean IsChildOfGets if this Class is child of another class if this Class was created with the Inheriting System
function SubscribeSubscribes to an Event for all entities of this Class
function SubscribeRemoteSubscribes to a custom event called from server
UnsubscribeUnsubscribes all callbacks from this Event in this Class within this Package, or only the callback passed
This entity doesn't have own static functions.

🦠 Functions

Inherited Entity Functions
Base Entityscripting-reference/classes/base-classes/Entity
ReturnsNameDescription
integer GetIDGets the universal network ID of this Entity (same on both client and server)
table GetClassGets the class of this entity
boolean IsARecursively checks if this entity is inherited from a Class
function SubscribeSubscribes to an Event on this specific entity
function SubscribeRemoteSubscribes to a custom event called from server on this specific entity
UnsubscribeUnsubscribes all callbacks from this Event in this Entity within this Package, or only the callback passed
SetValueSets a Value in this Entity
any GetValueGets a Value stored on this Entity at the given key
DestroyDestroys this Entity
boolean IsValidReturns true if this Entity is valid (i.e. wasn't destroyed and points to a valid Entity)
CallRemoteEventCalls a custom remote event directly on this entity to a specific Player
CallRemoteEventCalls a custom remote event directly on this entity
BroadcastRemoteEventCalls a custom remote event directly on this entity to all Players
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
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
SetNetworkAuthorityAutoDistributedSets if this Actor will auto distribute the network authority betwen players
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
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
Vector GetLocationGets this Actor's location in the game world
Vector GetRelativeLocationGets this Actor's Relative Location if it's attached
Player or nilGetNetworkAuthorityGets this Actor's Network Authority Player
Rotator GetRotationGets this Actor's angle in the game world
Rotator GetRelativeRotationGets this Actor's Relative Rotation if it's attached
Vector GetForceGets this Actor's force (set by SetForce())
integer 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
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
float GetDistanceFromCameraGets the distance of this Actor from the Camera
float GetScreenPercentageGets the percentage of this Actor size in the screen
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
SetDistanceOptimizationEnabledEnables or not the rendering frequency optimization if the entities with this Material are too far
SetForceAlwaysRenderingForces it always re-rendering even if no Material using it is on screen

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
float 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
integer width
integer height

SetRenderRate

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

SetDistanceOptimizationEnabled

Enables or not the rendering frequency optimization if the entities with this Material are too far
my_scenecapture:SetDistanceOptimizationEnabled(enabled)
TypeParameterDefaultDescription
boolean enabled

SetForceAlwaysRendering

Forces it always re-rendering even if no Material using it is on screen
my_scenecapture:SetForceAlwaysRendering(enabled)
TypeParameterDefaultDescription
boolean enabled

🚀 Events

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