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Can't rotate a USceneCaptureComponentCube for Rendering

Hey All,

I'm attempting to use a modified USceneCaptureComponentCube to create quick 360 monoscopic renders with post processing, which works fine, but for some reason I can't change rotation of the 360 capture to choose a specific direction to be in the center of the render. Rotating the component or the actor does nothing, and I'm wondering if always renders from a set rotation. Any one have any ideas? I'd rather not manually remake the bit array of the rendered image if I don't have to.

Product Version: UE 4.14
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asked May 23 '17 at 06:00 PM in C++ Programming

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Regalith
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2 answers: sort voted first

Came up with an alternate solution. I can just modify the order of the FColor data array that is pulled from the CaptureCube render data to fake rotation. Worked like a charm.

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answered May 24 '17 at 08:18 PM

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Regalith
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I needed to do this and came up with another solution, and thought i would post it here.

If you are building UE4 from source, a small edit to \Engine\Source\Runtime\Renderer\Private\SceneCaptureRendering.cpp

 void FScene::UpdateSceneCaptureContents(USceneCaptureComponentCube* CaptureComponent)

can change USceneCaptureComponentCube to use the orientation of the component.

just change (line ~818)

 const FMatrix ViewRotationMatrix = FLocal::CalcCubeFaceTransform(TargetFace);

to

 FTransform Transform = CaptureComponent->GetComponentToWorld();
 Transform.SetTranslation(FVector::ZeroVector);
 Transform.SetScale3D(FVector::OneVector);
 const FMatrix ViewRotationMatrix = Transform.ToInverseMatrixWithScale() * Local::CalcCubeFaceTransform(TargetFace);

its kind of a hack, but it works

note that you have to be building from source (ie. github) or changes you make to ue4 source won't be compiled

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answered Feb 01 '19 at 01:15 AM

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nickNedieon
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