fixed build issues, added binaries, and updated the AsyncLoadingScreen plugin directory

This commit is contained in:
Devrim Yasar
2025-04-14 13:03:05 -05:00
parent b91d8c9412
commit cc50ba0c39
2200 changed files with 910483 additions and 318 deletions

View File

@ -1,37 +1,53 @@
// Copyright 2023 RLoris
// Copyright 2025 RLoris
#pragma once
#include "Async/Future.h"
#include "Engine/Texture2D.h"
#include "Engine/World.h"
#include "Kismet/BlueprintAsyncActionBase.h"
#include "Misc/Paths.h"
#include "FileHelperScreenshotAction.generated.h"
namespace ECameraProjectionMode
{
enum Type : int;
}
USTRUCT(BlueprintType)
struct FFileHelperScreenshotActionOptions
{
GENERATED_BODY()
/** File name without extension or path information */
UPROPERTY(BlueprintReadWrite, Category = "Screenshot")
/** Directory path where to store screenshot */
UPROPERTY(BlueprintReadWrite, Category = "FileHelper|Screenshot")
FString DirectoryPath = FPaths::ScreenShotDir();
/** File name without extension or path information, extension will be added internally (.png or .exr) */
UPROPERTY(BlueprintReadWrite, Category = "FileHelper|Screenshot")
FString Filename;
/** Prefix filename with a custom timestamp */
UPROPERTY(BlueprintReadWrite, Category = "Screenshot")
UPROPERTY(BlueprintReadWrite, Category = "FileHelper|Screenshot")
bool bPrefixTimestamp = true;
/** Include the UI in the screenshot */
UPROPERTY(BlueprintReadWrite, Category = "Screenshot")
/** Include the viewport UI in the screenshot, only used when CustomCameraActor is not provided */
UPROPERTY(BlueprintReadWrite, Category = "FileHelper|Screenshot")
bool bShowUI = false;
/** Uses this option only if the scene has HDR enabled,
* extension of screenshot file will be exr instead of png */
UPROPERTY(BlueprintReadWrite, Category = "Screenshot")
/**
* Uses this option only if the scene has HDR enabled,
* extension of screenshot file will be exr instead of png,
* if the scene is not using HDR, fallback to png
*/
UPROPERTY(BlueprintReadWrite, Category = "FileHelper|Screenshot")
bool bWithHDR = false;
/* Leave this empty for default screenshot,
* a different type of screenshot will be taken with a render target if set,
* options and settings quality may differ from regular screenshot, no UI shown */
/**
* Leave this empty for default viewport screenshot,
* if set, a different type of screenshot will be taken from a different perspective,
* options and settings quality may differ from regular screenshot, no UI is shown
*/
UPROPERTY(BlueprintReadWrite, Category = "Screenshot")
TObjectPtr<ACameraActor> CustomCameraActor = nullptr;
};
@ -43,43 +59,52 @@ class FILEHELPER_API UFileHelperScreenshotAction : public UBlueprintAsyncActionB
public:
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOutputPin, UTexture2D*, Screenshot, FString, Path);
UPROPERTY(BlueprintAssignable)
FOutputPin Completed;
UPROPERTY(BlueprintAssignable)
FOutputPin Failed;
UFUNCTION(BlueprintCallable, meta = (BlueprintInternalUseOnly = "true", WorldContext = "InWorldContextObject", Keywords = "File plugin screenshot save load texture", ToolTip = "Take a screenshot, save and load it"), Category = "Screenshot")
static UFileHelperScreenshotAction* TakeScreenshot(UObject* InWorldContextObject, const FFileHelperScreenshotActionOptions& InOptions);
UFUNCTION(BlueprintCallable, meta = (BlueprintInternalUseOnly = "true", Keywords = "File plugin screenshot save load texture", ToolTip = "Take a screenshot, save and load it"), Category = "FileHelper|Screenshot")
static UFileHelperScreenshotAction* TakeScreenshot(const FFileHelperScreenshotActionOptions& InOptions);
UFUNCTION(BlueprintCallable, meta = (Keywords = "screenshot load texture FileHelper", ToolTip = "Load a screenshot into a texture"), Category = "Screenshot")
UFUNCTION(BlueprintCallable, meta = (Keywords = "screenshot load texture FileHelper", ToolTip = "Load a screenshot into a texture"), Category = "FileHelper|Screenshot")
static UTexture2D* LoadScreenshot(const FString& InFilePath);
virtual void Activate() override;
private:
UFUNCTION()
//~ Begin UBlueprintAsyncActionBase
virtual void Activate() override;
//~ End UBlueprintAsyncActionBase
void OnTaskCompleted();
void OnTaskFailed();
void CreateCustomCameraScreenshot();
void CreateViewportScreenshot();
void CreatePlayerPOVScreenshot();
void CreateRenderTargetScreenshot(UWorld* InWorld, float InFOV, ECameraProjectionMode::Type InProjectionMode, float InOrthoWidth, const FVector& InLocation, const FRotator& InRotation, int32 InWidth, int32 InHeight);
void ConvertLinearColorToColorBuffer(const TArray<FLinearColor>& InSourceBuffer, TArray<FColor>& OutDestBuffer);
bool WriteColorBufferToDisk(const TArray<FColor>& InBuffer, int32 InWidth, int32 InHeight, UTexture2D*& OutTexture) const;
TFuture<bool> WriteLinearColorBufferToDiskAsync(TArray<FLinearColor>&& InBuffer, int32 InWidth, int32 InHeight);
TFuture<bool> WriteColorBufferToDiskAsync(TArray<FColor>&& InBuffer, int32 InWidth, int32 InHeight);
void Reset();
UPROPERTY()
TObjectPtr<UObject> WorldContextObject;
/** Final screenshot texture */
UPROPERTY()
TObjectPtr<UTexture2D> ScreenshotTexture;
/** Screenshot options */
UPROPERTY()
FFileHelperScreenshotActionOptions Options;
/** The file path of the new screenshot taken */
UPROPERTY()
FString FilePath;
/** Is this node active */
UPROPERTY()
bool bActive = false;
};