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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 side.
👪Inheritance
This class shares methods and events from Base Entity, Base Actor.

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(), "helix::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(), "helix::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!

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
integerwidth128Width of the generated Texture
integerheight128Height of the generated Texture
floatrender_rate0.033Render Rate (how frequent is the capture)
floatview_distance5000Maximum distance of capturing
floatfov_angle90FOV
booleanenable_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.

Static Functions​

Inherited Entity Static Functions
Base Entityscripting-reference/classes/base-classes/Entity
ReturnsNameDescription
table of Base EntityGetAllReturns a table containing all Entities of the class this is called on
Base EntityGetByIndexReturns a specific Entity of this class at an index
integerGetCountReturns how many Entities of this class exist
iteratorGetPairsReturns an iterator with all Entities of this class to be used with pairs()
tableInheritInherits this class with the Inheriting System
table of tableGetInheritedClassesGets 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
booleanIsChildOfGets if this Class is child of another class if this Class was created with the Inheriting System
functionSubscribeSubscribes to an Event for all entities of this Class
functionSubscribeRemoteSubscribes 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
integerGetIDGets the universal network ID of this Entity (same on both client and server)
tableGetClassGets the class of this entity
booleanIsARecursively checks if this entity is inherited from a Class
functionSubscribeSubscribes to an Event on this specific entity
functionSubscribeRemoteSubscribes 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
anyGetValueGets a Value stored on this Entity at the given key
DestroyDestroys this Entity
booleanIsValidReturns 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 between players
TranslateToSmoothly moves this actor to a location over a certain time
RotateToSmoothly rotates this actor to an angle over a certain time
booleanIsBeingDestroyedReturns true if this Actor is being destroyed
booleanIsVisibleReturns true if this Actor is visible
booleanIsGravityEnabledReturns true if gravity is enabled on this Actor
booleanIsInWaterReturns true if this Actor is in water
booleanIsNetworkDistributedReturns true if this Actor is currently network distributed
table of Base ActorGetAttachedEntitiesGets all Actors attached to this Actor
Base Actor or nilGetAttachedToGets the Actor this Actor is attached to
tableGetBoundsGets this Actor's bounds
CollisionTypeGetCollisionGets this Actor's collision type
VectorGetLocationGets this Actor's location in the game world
VectorGetRelativeLocationGets this Actor's Relative Location if it's attached
Player or nilGetNetworkAuthorityGets this Actor's Network Authority Player
RotatorGetRotationGets this Actor's angle in the game world
RotatorGetRelativeRotationGets this Actor's Relative Rotation if it's attached
VectorGetForceGets this Actor's force (set by SetForce())
integerGetDimensionGets this Actor's dimension
booleanHasNetworkAuthorityReturns true if the local Player is currently the Network Authority of this Actor
booleanHasAuthorityGets if this Actor was spawned by the client side
VectorGetScaleGets this Actor's scale
VectorGetVelocityGets this Actor's current velocity
AddActorTagAdds an Unreal Actor Tag to this Actor
RemoveActorTagRemoves an Unreal Actor Tag from this Actor
table of stringGetActorTagsGets all Unreal Actor Tags on this Actor
booleanWasRecentlyRenderedGets if this Actor was recently rendered on screen
floatGetDistanceFromCameraGets the distance of this Actor from the Camera
floatGetScreenPercentageGets 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
stringEncodeToBase64Takes a snapshot of the SceneCapture and returns a Base64 of it
EncodeToBase64AsyncTakes a snapshot of the SceneCapture and returns a Base64 of it (asynchronously)
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

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

RemoveRenderActor​

Removes an Actor from the Render Only list

my_scenecapture:RemoveRenderActor(actor)
TypeParameterDefaultDescription
Base Actoractor

ClearRenderActors​

Clears the Render Only list

my_scenecapture:ClearRenderActors()

SetFreeze​

Stops or Restore Capturing

my_scenecapture:SetFreeze(freeze)
TypeParameterDefaultDescription
booleanfreeze

EncodeToBase64​

Takes a snapshot of the SceneCapture and returns a Base64 of it

— Returns string.

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

EncodeToBase64Async​

Takes a snapshot of the SceneCapture and returns a Base64 of it (asynchronously)

my_scenecapture:EncodeToBase64Async(image_format?, callback)
TypeParameterDefaultDescription
ImageFormatimage_format?ImageFormat.JPEGWhich format to generate - JPEG is fastest but discards Alpha channel
functioncallbackCallback in the format (base_64: string)

SetFOVAngle​

Sets the FOV

my_scenecapture:SetFOVAngle(angle)
TypeParameterDefaultDescription
floatangle

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
stringflag
booleanenable

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
integerwidth
integerheight

SetRenderRate​

Set how frequent is the capture Note: Setting to 0 will make it capture every frame

my_scenecapture:SetRenderRate(render_rate)
TypeParameterDefaultDescription
floatrender_rate

SetDistanceOptimizationEnabled​

Enables or not the rendering frequency optimization if the entities with this Material are too far

my_scenecapture:SetDistanceOptimizationEnabled(enabled)
TypeParameterDefaultDescription
booleanenabled

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
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
NameDescription
CaptureTriggered 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
SceneCaptureself