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Version: latest - a1.65.x βš–οΈ

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 side.
πŸ‘ͺInheritance
This class shares methods and events from Base Entity, Base Actor.
πŸ§‘β€πŸ’»API Source
This page is auto-generated! The Functions, Properties and Events described here are defined in our GitHub's API Repository! Feel free to commit suggestions and changes to the source .json API files!

πŸŽ’ Examples​

Client/Index.lua
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)
Client/Index.lua
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)
tip

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

πŸ›  Constructors​

Default Constructor

local my_scenecapture = SceneCapture(location?, rotation?, width?, height?, render_rate?, view_distance?, fov_angle?, enable_distance_optimization?)
TypeNameDefaultDescription
VectorlocationVector(0, 0, 0)Location
RotatorrotationRotator(0, 0, 0)Rotation
width128Width of the generated Texture (max is 4096)
height128Height of the generated Texture (max is 4096)
render_rate0.033Render Rate (how frequent is the capture)
view_distance5000Maximum distance of capturing
fov_angle90FOV
enable_distance_optimizationtrueReduces the rendering frequency if the entities with this Material are too far or not visible. Disable it to always render at the render_rate
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 Entity Static Functions
SceneCapture inherits from Base Entity Class, sharing it's methods and functions:
Base Entityscripting-reference/classes/base-classes/Entity
ReturnsNameDescription
of Base EntityReturns a table containing all Entities of the class this is called on
Base EntityReturns a specific Entity of this class at an index
Returns how many Entities of this class exist
of Gets a list of all directly inherited classes from this Class created with the Inheriting System
Returns an iterator with all Entities of this class to be used with pairs()
or Gets the parent class if this Class was created with the Inheriting System
Inherits this class with the Inheriting System
Gets if this Class is child of another class if this Class was created with the Inheriting System
Subscribes to an Event for all entities of this Class
Subscribes to a custom event called from server
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.

🦠 Functions​

Inherited Entity Functions
SceneCapture inherits from Base Entity Class, sharing it's methods and functions:
Base Entityscripting-reference/classes/base-classes/Entity
ReturnsNameDescription
Calls a custom remote event directly on this entity to all Players
Calls a custom remote event directly on this entity to a specific Player
Calls a custom remote event directly on this entity
Destroys this Entity
of Gets a list of all values keys
Gets the class of this entity
Gets the universal network ID of this Entity (same on both client and server)
Gets a Value stored on this Entity at the given key
Recursively checks if this entity is inherited from a Class
Returns true if this Entity is valid (i.e. wasn't destroyed and points to a valid Entity)
Sets a Value in this Entity
Subscribes to an Event on this specific entity
Subscribes to a custom event called from server on this specific entity
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
ReturnsNameDescription
Adds an Unreal Actor Tag to this Actor
Applies a force in world world to this Actor
Attaches this Actor to any other Actor, optionally at a specific bone
Detaches this Actor from AttachedTo Actor
of Gets all Unreal Actor Tags on this Actor
of Base ActorGets all Actors attached to this Actor
Base Actor or Gets the Actor this Actor is attached to
Gets this Actor's bounds
Gets this Actor's collision type
Gets this Actor's dimension
Gets the distance of this Actor from the Camera
VectorGets this Actor's force (set by SetForce())
VectorGets this Actor's location in the game world
Player or Gets this Actor's Network Authority Player
VectorGets this Actor's Relative Location if it's attached
RotatorGets this Actor's Relative Rotation if it's attached
RotatorGets this Actor's angle in the game world
VectorGets this Actor's scale
Gets the percentage of this Actor size in the screen
VectorGets this Actor's current velocity
Gets if this Actor was spawned by the client side
Returns true if the local Player is currently the Network Authority of this Actor
Returns true if this Actor is being destroyed
Returns true if gravity is enabled on this Actor
Returns true if this Actor is in water
Returns true if this Actor is currently network distributed
Returns true if this Actor is visible
Removes an Unreal Actor Tag from this Actor
Smoothly rotates this actor to an angle over a certain time
Sets this Actor's collision type
Sets this Actor's Dimension
Adds a permanent force to this Actor, set to Vector(0, 0, 0) to cancel
Sets whether gravity is enabled on this Actor
Sets whether the highlight is enabled on this Actor, and which highlight index to use
Sets the time (in seconds) before this Actor is destroyed. After this time has passed, the actor will be automatically destroyed.
Sets this Actor's location in the game world
Sets the Player to have network authority over this Actor
Sets if this Actor will auto distribute the network authority between players
Sets whether the outline is enabled on this Actor, and which outline index to use
Sets this Actor's relative location in local space (only if this actor is attached)
Sets this Actor's relative rotation in local space (only if this actor is attached)
Sets this Actor's rotation in the game world
Sets this Actor's scale
Sets whether the actor is visible or not
Smoothly moves this actor to a location over a certain time
Gets if this Actor was recently rendered on screen
ReturnsNameDescription
Adds an Actor to the Render Only list
Clears the Render Only list
Takes a snapshot of the SceneCapture and returns a Base64 of it
Takes a snapshot of the SceneCapture and returns a Base64 of it (asynchronously)
Removes an Actor from the Render Only list
Change the output Texture size Note: too high texture will make the capture slower and will affect game performance
Enables or not the rendering frequency optimization if the entities with this Material are too far
Sets the FOV
Stops or Restore Capturing
Set how frequent is the capture Note: Setting to 0 will make it capture every frame
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)
TypeParameterDefaultDescription
Base Actoractor 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 .

local ret = my_scenecapture:EncodeToBase64(image_format?)
TypeParameterDefaultDescription
image_format?ImageFormat.JPEGWhich 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)
TypeParameterDefaultDescription
image_format?ImageFormat.JPEGWhich format to generate - JPEG is fastest but discards Alpha channel
callback Required parameter Callback

See also EncodeToBase64.


RemoveRenderActor

Removes an Actor from the Render Only list

my_scenecapture:RemoveRenderActor(actor)
TypeParameterDefaultDescription
Base Actoractor 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)
TypeParameterDefaultDescription
width Required parameter No description provided
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)
TypeParameterDefaultDescription
enabled Required parameter No description provided

SetFOVAngle

Sets the FOV

my_scenecapture:SetFOVAngle(angle)
TypeParameterDefaultDescription
angle Required parameter No description provided

SetFreeze

Stops or Restore Capturing

my_scenecapture:SetFreeze(freeze)
TypeParameterDefaultDescription
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)
TypeParameterDefaultDescription
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)
TypeParameterDefaultDescription
flag Required parameter No description provided
enable Required parameter No description provided

πŸš€ Events​

Inherited Entity Events
SceneCapture inherits from Base Entity Class, sharing it's events:
Base Entityscripting-reference/classes/base-classes/Entity
NameDescription
Triggered when a new Class is registered with the Inheriting System
Triggered when an Entity is destroyed
Triggered when an Entity is spawned/created
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
NameDescription
Triggered when an Actor changes it's dimension
NameDescription
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)
TypeArgumentDescription
SceneCaptureselfNo description provided