π½οΈ 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.
π Examplesβ
local scene_capture = SceneCapture(
Vector(0, 0, 200),
Rotator(-15, 0, 0),
256,
256,
0,
5000,
100
)
-- Paints the Prop with the SceneCapture output
local my_prop = Prop(Vector(200, 200, 100), Rotator(), "nanos-world::SM_Cube")
my_prop:SetMaterialFromSceneCapture(scene_capture)
local scene_capture = SceneCapture(
Vector(0, 0, 200),
Rotator(-15, 0, 0),
256,
256,
0,
5000,
100
)
-- Make a SceneCapture to only render a specific actor
local my_prop = Prop(Vector(200, 200, 100), Rotator(), "nanos-world::SM_Cube")
scene_capture:AddRenderActor(my_prop)
scene_capture:SetShowFlag("Atmosphere", false)
You can use the output Texture from a SceneCapture with :SetMaterialFromSceneCapture() method!
π Constructorsβ
Default Constructor
No description provided
local my_scenecapture = SceneCapture(location?, rotation?, width?, height?, render_rate?, view_distance?, fov_angle?, enable_distance_optimization?)
Type | Name | Default | Description |
---|---|---|---|
Vector | location | Vector(0, 0, 0) | Location |
Rotator | rotation | Rotator(0, 0, 0) | Rotation |
integer | width | 128 | Width of the generated Texture (max is 4096) |
integer | height | 128 | Height of the generated Texture (max is 4096) |
float | render_rate | 0.033 | Render Rate (how frequent is the capture) |
float | view_distance | 5000 | Maximum distance of capturing |
float | fov_angle | 90 | FOV |
boolean | enable_distance_optimization | true | Reduces the rendering frequency if the entities with this Material are too far or not visible. Disable it to always render at the render_rate |
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.
πΏ Static Functionsβ
Inherited Entity Static Functions
SceneCapture inherits from Base Entity Class, sharing it's methods and functions:Base Entityscripting-reference/classes/base-classes/Entity
Returns | Name | Description | |
---|---|---|---|
table of Base Entity | GetAll | Returns a table containing all Entities of the class this is called on | |
Base Entity | GetByIndex | Returns a specific Entity of this class at an index | |
integer | GetCount | Returns how many Entities of this class exist | |
table of table | GetInheritedClasses | Gets a list of all directly inherited classes from this Class created with the Inheriting System | |
iterator | GetPairs | Returns an iterator with all Entities of this class to be used with pairs() | |
table or nil | GetParentClass | Gets the parent class if this Class was created with the Inheriting System | |
table | Inherit | Inherits this class with the Inheriting System | |
boolean | IsChildOf | Gets if this Class is child of another class if this Class was created with the Inheriting System | |
function | Subscribe | Subscribes to an Event for all entities of this Class | |
function | SubscribeRemote | Subscribes to a custom event called from server | |
Unsubscribe | Unsubscribes all callbacks from this Event in this Class within this Package, or only the callback passed |
This class doesn't have own static functions.
π¦ Functionsβ
Inherited Entity Functions
SceneCapture inherits from Base Entity Class, sharing it's methods and functions:Base Entityscripting-reference/classes/base-classes/Entity
Returns | Name | Description | |
---|---|---|---|
BroadcastRemoteEvent | Calls a custom remote event directly on this entity to all Players | ||
CallRemoteEvent | Calls a custom remote event directly on this entity to a specific Player | ||
CallRemoteEvent | Calls a custom remote event directly on this entity | ||
Destroy | Destroys this Entity | ||
table of string | GetAllValuesKeys | Gets a list of all values keys | |
table | GetClass | Gets the class of this entity | |
integer | GetID | Gets the universal network ID of this Entity (same on both client and server) | |
any | GetValue | Gets a Value stored on this Entity at the given key | |
boolean | IsA | Recursively checks if this entity is inherited from a Class | |
boolean | IsValid | Returns true if this Entity is valid (i.e. wasn't destroyed and points to a valid Entity) | |
SetValue | Sets a Value in this Entity | ||
function | Subscribe | Subscribes to an Event on this specific entity | |
function | SubscribeRemote | Subscribes to a custom event called from server on this specific entity | |
Unsubscribe | Unsubscribes all callbacks from this Event in this Entity within this Package, or only the callback passed |
Inherited Actor Functions
SceneCapture inherits from Base Actor Class, sharing it's methods and functions:Base Actorscripting-reference/classes/base-classes/Actor
Returns | Name | Description | |
---|---|---|---|
AddActorTag | Adds an Unreal Actor Tag to this Actor | ||
AddImpulse | Applies a force in world world to this Actor | ||
AttachTo | Attaches this Actor to any other Actor, optionally at a specific bone | ||
Detach | Detaches this Actor from AttachedTo Actor | ||
table of string | GetActorTags | Gets all Unreal Actor Tags on this Actor | |
table of Base Actor | GetAttachedEntities | Gets all Actors attached to this Actor | |
Base Actor or nil | GetAttachedTo | Gets the Actor this Actor is attached to | |
table | GetBounds | Gets this Actor's bounds | |
CollisionType | GetCollision | Gets this Actor's collision type | |
integer | GetDimension | Gets this Actor's dimension | |
float | GetDistanceFromCamera | Gets the distance of this Actor from the Camera | |
Vector | GetForce | Gets this Actor's force (set by SetForce() ) | |
Vector | GetLocation | Gets this Actor's location in the game world | |
Player or nil | GetNetworkAuthority | Gets this Actor's Network Authority Player | |
Vector | GetRelativeLocation | Gets this Actor's Relative Location if it's attached | |
Rotator | GetRelativeRotation | Gets this Actor's Relative Rotation if it's attached | |
Rotator | GetRotation | Gets this Actor's angle in the game world | |
Vector | GetScale | Gets this Actor's scale | |
float | GetScreenPercentage | Gets the percentage of this Actor size in the screen | |
table | GetSocketTransform | Gets a Socket Transform in world space given a bone or socket name | |
Vector | GetVelocity | Gets this Actor's current velocity | |
boolean | HasAuthority | Gets if this Actor was spawned by the client side | |
boolean | HasNetworkAuthority | Returns true if the local Player is currently the Network Authority of this Actor | |
boolean | IsBeingDestroyed | Returns true if this Actor is being destroyed | |
boolean | IsGravityEnabled | Returns true if gravity is enabled on this Actor | |
boolean | IsInWater | Returns true if this Actor is in water | |
boolean | IsNetworkDistributed | Returns true if this Actor is currently network distributed | |
boolean | IsVisible | Returns true if this Actor is visible | |
RemoveActorTag | Removes an Unreal Actor Tag from this Actor | ||
RotateTo | Smoothly rotates this actor to an angle over a certain time | ||
SetCollision | Sets this Actor's collision type | ||
SetDimension | Sets this Actor's Dimension | ||
SetForce | Adds a permanent force to this Actor, set to Vector(0, 0, 0) to cancel | ||
SetGravityEnabled | Sets whether gravity is enabled on this Actor | ||
SetHighlightEnabled | Sets whether the highlight is enabled on this Actor, and which highlight index to use | ||
SetLifeSpan | Sets the time (in seconds) before this Actor is destroyed. After this time has passed, the actor will be automatically destroyed. | ||
SetLocation | Sets this Actor's location in the game world | ||
SetNetworkAuthority | Sets the Player to have network authority over this Actor | ||
SetNetworkAuthorityAutoDistributed | Sets if this Actor will auto distribute the network authority between players | ||
SetOutlineEnabled | Sets whether the outline is enabled on this Actor, and which outline index to use | ||
SetRelativeLocation | Sets this Actor's relative location in local space (only if this actor is attached) | ||
SetRelativeRotation | Sets this Actor's relative rotation in local space (only if this actor is attached) | ||
SetRotation | Sets this Actor's rotation in the game world | ||
SetScale | Sets this Actor's scale | ||
SetVisibility | Sets whether the actor is visible or not | ||
TranslateTo | Smoothly moves this actor to a location over a certain time | ||
boolean | WasRecentlyRendered | Gets if this Actor was recently rendered on screen |
Returns | Name | Description | |
---|---|---|---|
AddRenderActor | Adds an Actor to the Render Only list | ||
ClearRenderActors | Clears the Render Only list | ||
string | EncodeToBase64 | Takes a snapshot of the SceneCapture and returns a Base64 of it | |
EncodeToBase64Async | Takes a snapshot of the SceneCapture and returns a Base64 of it (asynchronously) | ||
RemoveRenderActor | Removes an Actor from the Render Only list | ||
Resize | Change the output Texture size Note: too high texture will make the capture slower and will affect game performance | ||
SetDistanceOptimizationEnabled | Enables or not the rendering frequency optimization if the entities with this Material are too far | ||
SetFOVAngle | Sets the FOV | ||
SetFreeze | Stops or Restore Capturing | ||
SetRenderRate | Set how frequent is the capture Note: Setting to 0 will make it capture every frame | ||
SetShowFlag | Enables/Disables rendering features from being captured |

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)
Type | Parameter | Default | Description |
---|---|---|---|
Base Actor | actor | Required parameter | No description provided |
See also RemoveRenderActor, ClearRenderActors.

ClearRenderActors
Clears the Render Only list
my_scenecapture:ClearRenderActors()
See also AddRenderActor, RemoveRenderActor.

EncodeToBase64
Takes a snapshot of the SceneCapture and returns a Base64 of it
β Returns string.
local ret = my_scenecapture:EncodeToBase64(image_format?)
Type | Parameter | Default | Description |
---|---|---|---|
ImageFormat | image_format? | ImageFormat.JPEG | Which format to generate - JPEG is fastest but discards Alpha channel |
See also EncodeToBase64Async.

EncodeToBase64Async
Takes a snapshot of the SceneCapture and returns a Base64 of it (asynchronously)
my_scenecapture:EncodeToBase64Async(image_format?, callback)
Type | Parameter | Default | Description |
---|---|---|---|
ImageFormat | image_format? | ImageFormat.JPEG | Which format to generate - JPEG is fastest but discards Alpha channel |
function | callback | Required parameter | Callback with this format |
See also EncodeToBase64.

RemoveRenderActor
Removes an Actor from the Render Only list
my_scenecapture:RemoveRenderActor(actor)
Type | Parameter | Default | Description |
---|---|---|---|
Base Actor | actor | Required parameter | No description provided |
See also AddRenderActor, ClearRenderActors.

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)
Type | Parameter | Default | Description |
---|---|---|---|
integer | width | Required parameter | No description provided |
integer | height | Required parameter | No description provided |

SetDistanceOptimizationEnabled
Enables or not the rendering frequency optimization if the entities with this Material are too far
my_scenecapture:SetDistanceOptimizationEnabled(enabled)
Type | Parameter | Default | Description |
---|---|---|---|
boolean | enabled | Required parameter | No description provided |

SetFOVAngle
Sets the FOV
my_scenecapture:SetFOVAngle(angle)
Type | Parameter | Default | Description |
---|---|---|---|
float | angle | Required parameter | No description provided |

SetFreeze
Stops or Restore Capturing
my_scenecapture:SetFreeze(freeze)
Type | Parameter | Default | Description |
---|---|---|---|
boolean | freeze | Required parameter | No description provided |

SetRenderRate
Set how frequent is the capture Note: Setting to 0 will make it capture every frame
my_scenecapture:SetRenderRate(render_rate)
Type | Parameter | Default | Description |
---|---|---|---|
float | render_rate | Required parameter | No description provided |

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)
Type | Parameter | Default | Description |
---|---|---|---|
string | flag | Required parameter | No description provided |
boolean | enable | Required parameter | No description provided |
π Eventsβ
Inherited Entity Events
SceneCapture inherits from Base Entity Class, sharing it's events:Base Entityscripting-reference/classes/base-classes/Entity
Name | Description | |
---|---|---|
ClassRegister | Triggered when a new Class is registered with the Inheriting System | |
Destroy | Triggered when an Entity is destroyed | |
Spawn | Triggered when an Entity is spawned/created | |
ValueChange | Triggered when an Entity has a value changed with :SetValue() |
Inherited Actor Events
SceneCapture inherits from Base Actor Class, sharing it's events:Base Actorscripting-reference/classes/base-classes/Actor
Name | Description | |
---|---|---|
DimensionChange | Triggered when an Actor changes it's dimension |
Name | Description | |
---|---|---|
Capture | Triggered when this SceneCapture does an update/renders a frame |

Capture
Triggered when this SceneCapture does an update/renders a frame
SceneCapture.Subscribe("Capture", function(self)
-- Capture was called
end)
Type | Argument | Description |
---|---|---|
SceneCapture | self | No description provided |