I just tried to setup a Blueprint that contains a SceneCapture2D component.
While it is possible to add a capture component to the BP, it does not show the camera component in the viewport.
Also it does not render anything to a provided texture target.
When placed in the level on its own, the scene capuure component behaves as expected.
But inside a BP it seems bugged.
Repro steps:
Create a blueprint based on actor
Add a SceneCapture2D component to the blueprint
Observe that only the transform widget is shown and the component does not behave as expected
I had a blueprint with a scene capture inside (with a render target assigned, I don’t have camera), and it was rendered on an image widget. I believed that the blueprint had to be in world to activate the render target and to execute custom events and functions, but in fact no, everything was working although the Bp was not used in the level.
It works but it is not convenient to communicate, would have to cast each time (I finally added the BP to the world , far under the map, it was easier in my case.)
Anyway try to create a render target and assign it to your scene capture, inside your bp
Hey there, i tried creating a new Actor blueprint and added a SceneCaptureComponent2D, selected a Render Target and it’s working fine (make sure you untick Alpha when viewing it).
Thanks for your answers.
I know that a BP is just a class. Of course I dragged an instance into the level
When I place a 2d component in the BP it looks like this:
Does it matter? That camera is just a mesh added to SC actor. Don’t know why its not added to SC component, but if you need it, you can find it in Engine Content folder and add to this actor, or by modifying engine code, to default SC component.