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虚幻引擎4游戏截图

更新时间:2023-02-02 20:05:46

我建议使用HighResShot截屏.正如您提到的,它会将其保存在引擎范围之外的"saved"文件夹中. (在打包的版本中,保存的内容位于用户的appdata中.)您实际上可以使用ProjectSavedDir()来获取此内容,它返回此保存的目录. https://docs.unrealengine.com/zh-CN/API/Runtime/Core/Misc/FPaths/index.html

I would recommend using HighResShot for taking the screenshots. As you mention, it saves this outside the range of the engine, in the "saved" folder. (In packaged builds, the saved content is in the user's appdata.) You can actually get this with ProjectSavedDir(), which returns this saved directory. https://docs.unrealengine.com/en-US/API/Runtime/Core/Misc/FPaths/index.html

它是C ++,但是您可以很容易地将其公开给Blueprints.您可以获取ProjectSavedDir()/Screenshots目录并在游戏中加载图像.为此,我建议使用Ramas插件( https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/4014-39-rama-s-extra-blueprint-nodes-for-you-as-a-plugin-no -c-required?3851-(39)-Rama-s-额外的蓝图节点供您使用,即插即用,无需C = )

It's C++, but you can expose this to Blueprints fairly easily. You can get the ProjectSavedDir()/Screenshots directory and load the images in-game. For doing this, I recommend the Ramas plugin (https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/4014-39-rama-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required?3851-(39)-Rama-s-Extra-Blueprint-Nodes-for-You-as-a-Plugin-No-C-Required=)