ue4设置图片大小_UE4 相机拍照功能(图片保存)
強烈建議先看下這篇保存圖片的方法:
https://blog.csdn.net/u011407338/article/details/104184087
主要設置如下:
創建組件和設置組件:
TextureTarget的來源和設置:
創建藍圖庫:
.h 文件
#pragma once
#include “ImageUtils.h”
#include “CoreMinimal.h”
#include “Kismet/BlueprintFunctionLibrary.h”
#include “MyBlueprintFunctionLibrary.generated.h”
/**
*
*/
UCLASS()
class UAV_API UMyBlueprintFunctionLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
//保存UTextureRenderTarget2D到本地文件
UFUNCTION(BlueprintCallable, meta = (DisplayName = "SaveRenderTargetToFile", Keywords = "SaveRenderTargetToFile"), Category = "SaveToFile")
static bool SaveRenderTargetToFile(UTextureRenderTarget2D* rt, const FString& fileDestination);
};
.cpp 文件
#pragma once
#include “MyBlueprintFunctionLibrary.h”
#include “Engine/TextureRenderTarget2D.h”
#include “Misc/FileHelper.h”
bool UMyBlueprintFunctionLibrary::SaveRenderTargetToFile(UTextureRenderTarget2D* rt, const FString& fileDestination)
{
FTextureRenderTargetResource* rtResource = rt->GameThread_GetRenderTargetResource();
FReadSurfaceDataFlags readPixelFlags(RCM_UNorm);
TArray outBMP;
for (FColor& color : outBMP)
{
color.A = 255;
}
outBMP.AddUninitialized(rt->GetSurfaceWidth() * rt->GetSurfaceHeight());
rtResource->ReadPixels(outBMP, readPixelFlags);
FIntPoint destSize(rt->GetSurfaceWidth(), rt->GetSurfaceHeight());
TArray CompressedBitmap;
FImageUtils::CompressImageArray(destSize.X, destSize.Y, outBMP, CompressedBitmap);
bool imageSavedOk = FFileHelper::SaveArrayToFile(CompressedBitmap, *fileDestination);
return imageSavedOk;
}
編譯完成后測試一下:
效果:
總結
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