This applies to Unreal Engine 4.9
Each frame, I’d like to save it to file (overwriting the existing one).
For a simple D3D11 demo that I have made, I’ve been able to do this with:
void Engine::CaptureFrame(D3DX11_IMAGE_FILE_FORMAT format, const LPCTSTR fileName){
backbuffer->GetResource(&resource);
ID3D11Texture2D* texture;
HRESULT hResult = resource->QueryInterface(__uuidof(ID3D11Texture2D), reinterpret_cast<LPVOID*>(&texture));
D3DX11SaveTextureToFile(deviceContext, texture, format, fileName);
//Clean up
texture->Release();
resource->Release();
}
I have done this with OpenGL, too, using a library called “FreeImage”.
I don’t want to modify UE4 source and am looking for a way to “hook” into UE4 and “capture” the frame.
I’ve managed to do this with Open Broadcasting Software, but I’d like to do this natively, within UE4, either via c++ or blueprints.
How can I go about this? Is it even possible?