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Trigger a capture from scene capture cube in blueprints?

Is there a way to do this through blueprints or some other way where i can capture the scene at regular time intervals, like every hour. Or is there some other batch automation tool where i can easily do this in Unreal? I often wish there was a tool for batch automating operations that are available through the menus.

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asked Dec 12 '14 at 09:17 AM in Rendering

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MagicBots
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Hey alltrueist -

You can set this sort of update up in blueprints using a little trick. You will need to set the Scene Capture Cube to not update every frame in its details panel. Then in blueprints setup a movement function to move the capture actor a minuscule amount back and forth which will force the scene capture to update.

Here's the basic setup:

alt text

Thank You

Eric Ketchum

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answered Dec 12 '14 at 03:38 PM

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Lovecraft_K ♦♦ STAFF
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avatar image MagicBots Dec 13 '14 at 07:18 AM

Thanks! That works well, but now how do I convert the textureTargetCube into a regular textureCube so that i can slot it into my SkyLight, and my PostProcessVolumes?

avatar image Lovecraft_K ♦♦ STAFF Dec 15 '14 at 03:21 PM

Hey alltrueist -

Currently there is no way to directly convert the render target to be inputted into a skylight and ambient cubemap, because of the render pipeline and where the render target is actually taken as well as to where the skylight and ambient cubmaps are applied.

You can use the older method of adding reflections to an object by tying your render target into the material with a UV controlled Reflection vector. If your level is darker or an interior you can add this to your base color and if exterior or brighter you can add it into your emissive channel.

alt text

Thank You

Eric Ketchum

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