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SceneCaptureCube not working after launching

I followed the following tutorial to create a mirror: https://www.youtube.com/watch?v=JrbPlPOavzU

It works fine in the editor. But if I build and launch it, the mirror reverts to a green screen.

alt text

alt text

Please, help me out here! I've tried everything.

Product Version: UE 4.15
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asked Apr 06 '17 at 07:57 PM in Bug Reports

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Emiel97
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avatar image Ed Burgess ♦♦ STAFF Apr 07 '17 at 05:44 PM

Hi Emiel97,

For now I would like to recommend planar reflections for a flat mirror such as the one shown in the image. The reason being is that the scene capture cube is using a lot of resources capturing every frame and you may need to alter the material further to get correct reflections.

Your scene capture cube is probably using up a lot of memory trying to capture every frame (depending on resolution of render target). The reflections would also be in accurate based of the implementation shown in that video.

Use our new planar reflections feature as it will give the best mirror like effect (keep in mind this does add a base line cost). https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/PlanarReflections/

If you want something cheap and simple you can use a 2d scene capture (this will give inaccurate reflections though).

Thanks,

Ed

avatar image Emiel97 Apr 19 '17 at 04:44 PM

Actually this did not solve my problem. I still want to create my mirror using this method. Because I can just disable 'Capture Every Frame' which will just capture 1 image before the game starts. This means it's not using a lot of resources at all unlike you told me. And it looks alot sharper too.

But why is it not working once I Launch it?

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Ah okay Emiel,

I apologize for assuming you wanted to capture every frame. If you have that unchecked the reason it is green is because that is the default color of an empty cubemap. The reason it is empty is because the level isn't completely loaded when it gets its first capture.

The fix to this is simple:

  • In the level blueprint reference the scene capture cube

  • Drag off and type "capture scene" it will create two nodes

  • Add a small delay after the begin play (look at screenshot to see how your graph should look)

alt text

What you can also do is create a static texture by right clicking the cubemap render target and just use the static texture instead since you don't plan to capture during gameplay.

Let me know if that helps!

Ed

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answered Apr 20 '17 at 05:47 PM

avatar image Emiel97 Apr 20 '17 at 07:58 PM

Thank's alot!

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