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In Game ScreenShootMaker Unreal Engine
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| // Fill out your copyright notice in the Description page of Project Settings. | |
| #include "ScreenShootMaker.h" | |
| #include "ImageUtils.h" | |
| #include "Misc/FileHelper.h" | |
| #include "Runtime/Engine/Classes/Engine/World.h" | |
| #include "HighResScreenshot.h" | |
| #include "Runtime/Engine/Classes/Engine/Engine.h" | |
| #include "Runtime/Engine/Classes/Engine/GameViewportClient.h" | |
| #include "Runtime/Engine/Public/Slate/SceneViewport.h" | |
| #include "CustomV.h" | |
| #include "Runtime/Core/Public/Misc/Paths.h" | |
| // Sets default values | |
| AScreenShootMaker::AScreenShootMaker() | |
| { | |
| // Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it. | |
| PrimaryActorTick.bCanEverTick = true; | |
| SetActorHiddenInGame(true); | |
| bOverrideSavePath = false; | |
| Resolutions.Add(FVector2D{ 640.0f, 480.f }); | |
| Resolutions.Add(FVector2D{ 1280.0f, 800.f }); | |
| ScreenShotSavePath = FPaths::ProjectDir() + TEXT("ScreenShoots/"); | |
| } | |
| // Called when the game starts or when spawned | |
| void AScreenShootMaker::BeginPlay() | |
| { | |
| Super::BeginPlay(); | |
| } | |
| // Called every frame | |
| void AScreenShootMaker::Tick(float DeltaTime) | |
| { | |
| Super::Tick(DeltaTime); | |
| } | |
| void AScreenShootMaker::MakeScreenShoot() | |
| { | |
| if (GetWorld()->WorldType != EWorldType::Game) | |
| { | |
| UE_LOG(LogTemp, Error, TEXT("Game Must be in StandAlone Game mode to take screenshoots!")); | |
| return; | |
| } | |
| if (!GEngine) return; | |
| if (!GEngine->GameViewport) return; | |
| UGameViewportClient* GameViewport = GEngine->GameViewport; | |
| if (GameViewport) | |
| { | |
| FVector2D ViewportSize; | |
| GameViewport->GetViewportSize(ViewportSize); | |
| FIntRect Rect(0, 0, ViewportSize.X, ViewportSize.Y); | |
| TArray<FColor> ColorBuffer; | |
| FViewport* InViewport = GameViewport->Viewport; | |
| TArray<FColor> Bitmap; | |
| bool bScreenshotSuccessful = GetViewportScreenShot(InViewport, Bitmap, Rect); | |
| if (bScreenshotSuccessful) | |
| { | |
| for (auto& Color : Bitmap) | |
| { | |
| Color.A = 255; | |
| } | |
| FIntVector Size(InViewport->GetSizeXY().X, InViewport->GetSizeXY().Y, 0); | |
| TArray<uint8> CompressedBitmap; | |
| TArray<FColor> dst; | |
| for (auto &Resolution : Resolutions) | |
| { | |
| FString ScreenShotName = ScreenShotSavePath + TEXT("ScreenShot_") + FString::FromInt(Resolution.X) + TEXT("_") + FString::FromInt(Resolution.Y) + TEXT(".png"); | |
| FImageUtils::ImageResize(InViewport->GetSizeXY().X, InViewport->GetSizeXY().Y, Bitmap, Resolution.X, Resolution.Y, dst, true); | |
| FImageUtils::CompressImageArray(Resolution.X, Resolution.Y, dst, CompressedBitmap); | |
| FFileHelper::SaveArrayToFile(CompressedBitmap, *ScreenShotName); | |
| } | |
| GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("ScreenShot Done!")); | |
| } | |
| } | |
| } | |
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| // Fill out your copyright notice in the Description page of Project Settings. | |
| #pragma once | |
| #include "CoreMinimal.h" | |
| #include "GameFramework/Actor.h" | |
| #include "ScreenShootMaker.generated.h" | |
| class FRenderTarget; | |
| UCLASS() | |
| class UPWORK_API AScreenShootMaker : public AActor | |
| { | |
| GENERATED_BODY() | |
| public: | |
| // Sets default values for this actor's properties | |
| AScreenShootMaker(); | |
| protected: | |
| // Called when the game starts or when spawned | |
| virtual void BeginPlay() override; | |
| public: | |
| // Called every frame | |
| virtual void Tick(float DeltaTime) override; | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "HiResScreenMaker") | |
| bool bOverrideSavePath; | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "HiResScreenMaker", meta = (EditCondition = "bOverrideSavePath")) | |
| FString ScreenShotSavePath; | |
| UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "HiResScreenMaker") | |
| TArray<FVector2D> Resolutions; | |
| UFUNCTION(BlueprintCallable, Category = "HiResScreenMaker") | |
| void MakeScreenShoot(); | |
| }; |
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