UE4中实现截图功能并保存到指定路径
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UE4中实现截图功能并保存到指定路径
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為方便起見,都是用全局函數和變量,而不是在類中實現
代碼如下:
FDelegateHandle GCaptureHandle; static void OnCaptureScreenshotComplete(int32 InWidth, int32 InHeight, const TArray<FColor>& InColors) {FString ScreenShotName = FPaths::GameSavedDir() + TEXT("ScreenShot.png");TArray<uint8> CompressedBitmap;FImageUtils::CompressImageArray(InWidth, InHeight, InColors, CompressedBitmap);FFileHelper::SaveArrayToFile(CompressedBitmap, *ScreenShotName);UGameViewportClient::OnScreenshotCaptured().Remove(GCaptureHandle); }void CaptureScreenshot() {if (GEngine && GEngine->GameViewport){GCaptureHandle = UGameViewportClient::OnScreenshotCaptured().AddStatic(&OnCaptureScreenshotComplete);GEngine->GameViewport->Exec(nullptr, TEXT("HighResShot 1080x720"), *GLog);//分辨率可自己設定} }?
圖片保存為png格式,如果想保存為jpg格式,可改為如下代碼:
static void OnCaptureScreenshotComplete(int32 InWidth, int32 InHeight, const TArray<FColor>& InColors) {FString ScreenShotName = FPaths::GameSavedDir() + TEXT("ScreenShot.jpg");IImageWrapperModule& ImageWrapperModule = FModuleManager::Get().LoadModuleChecked<IImageWrapperModule>(FName("ImageWrapper"));IImageWrapperPtr ImageWrapper = ImageWrapperModule.CreateImageWrapper(EImageFormat::JPEG);if (ImageWrapper->SetRaw(InColors.GetData(), InColors.Num()* sizeof(FColor), InWidth, InHeight, ERGBFormat::BGRA, 8)){int32 Quality = 100;//壓縮質量0~100FFileHelper::SaveArrayToFile(ImageWrapper->GetCompressed(Quality), *ScreenShotName);}UGameViewportClient::OnScreenshotCaptured().Remove(GCaptureHandle); }XXX.build.cs文件需要包含"ImageWrapper"模塊
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay", "ImageWrapper" });頭文件包含
#include"IImageWrapperModule.h" #include"ModuleManager.h" #include"IImageWrapper.h" #include"ImageUtils.h"?
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