RenderTarget(渲染目标)默认只能使用SceneCapture2d(场景捕获2d)相机传输画面,查过资料以后发现可以使用官方的Composure插件来实现把CineCamera(电影相机)的画面传给RenderTarget。然后使用RenderTarget创建的材质将画面放入场景或UI中。 使用新建第三人称模板演示 启用Composure插件并重启 打开Window→Composure Compositing 右键...
UTextureRenderTarget2D*RenderTarget=UKismetRenderingLibrary::CreateRenderTarget2D(this,256,256,RTF_RGBA8);// 绘制文本内容constFStringSimpleContent=TEXT("世界你好");// GMaxRHIFeatureLevel 直接编译会报错, 所以替换成实际值ERHIFeatureLevel::SM5FCanvasCanvas(RenderTarget->GameThread_GetRenderTargetResource(...
1,1,SelectedTexture->Source.GetFormat());uint8*MipData=NewTexture->Source.LockMip(0);uint8*SelectedMipData=SelectedTexture->Source.LockMip(0);FMemory::Memcpy(MipData,SelectedMipData,textureWidth*textureHeight*sizeof(uint8)*4);NewTexture->Source.UnlockMip(0);SelectedTexture->Source.UnlockMip(...
ue4 renderTexture简单记录 示例内容中的renderTexture 抓取部分 1 新建一个TextureRenderTarget2D 2 抓图 新建actor,一个camera,下面挂一个SceneCaptureComponent2D组件,并为其指定好刚刚新建的TextureRenderTarget2D 显示部分 3 新建一材质,贴图选刚才的TextureRenderTarget2D 4 新建ui蓝图,蓝图里只放一个image,image中把...
3、创建UTextureRenderTarget2D、设置及保存为图片 1voidURenderCineCameraLibrary::ConstructRT2D()2{3if(m_CineTexRT2D ==nullptr)4{5m_CineTexRT2D = NewObject<UTextureRenderTarget2D>();6m_CineTexRT2D->AddToRoot();7m_CineTexRT2D->ClearColor =FLinearColor::Transparent;8m_CineTexRT2D->TargetGamma ...
UE4 创建Viewport 创建自定义的ViewportClient,并显示TextureRenderTarget2D对象。 创建TextureRenderTarget2D...
const int32 DataSize = RenderTarget->SizeY * RenderTarget->SizeX * 4; FMemory::Memcpy(MipData, InputBuffer.GetData(), DataSize); ReconstructedTexture->PlatformData->Mips[0].BulkData.Unlock(); ReconstructedTexture->UpdateResource(); // 將Texture填滿Canvas ...
/Engine/EngineDebugMaterials/VolumeToRender,VolumeTexture,0.000914 /Engine/EngineDebugMaterials/WireframeMaterial,Material,0.008294 /Engine/EngineFonts/Faces/DroidSansFallback,FontFace,0.001039 /Engine/EngineFonts/Roboto,Font,0.001480 /Engine/EngineFonts/RobotoDistanceField,Font,0.002158 ...
r.DumpRenderTargetPoolMemory 转储渲染目标池的分配信息。 r.DumpSCWQueuedJobs 设置为1时,将转储作业列表以帮助跟踪ShaderCompileWorker上发生的崩溃。 r.DumpShaderDebugInfo 当设置为1时,会导致所有被编译的材质着色器将调试信息转储到GameName / Saved / ShaderDebugInfo ...