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Screenshot with customdepth as alpha, In Shipping build (C++)

Hi, I am trying to recreate an editor-only function (HRSS) for a shipping version of the project. The following code functions during PIE but not when packaged.

 GetHighResScreenshotConfig().bMaskEnabled = true;
 GEngine->GameViewport->Viewport->TakeHighResScreenShot();

This is probably because of the #if WITH_EDITOR condition in HighResScreenshot.cpp on line 46 which uses some editor only classes/material to create and merge the mask which is generated in the custom depth buffer.

So is there a way around this without modifying the engine? Or do I need to recreate most of the functionality to get it working in the client. I am hoping it possible to access the render buffer to get the customdepth pass and pass it into the highres screenshot class when it comes to merging the two textures together

Product Version: UE 4.21
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asked Dec 19 '18 at 08:14 AM in C++ Programming

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Nada88
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avatar image lexcelsior Jan 10 '19 at 02:55 PM

Did you make any progress on this?

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