Goran Lazarevski 669cf5383b Lucky World source code
2025-03-18 19:25:25 +01:00

86 lines
2.5 KiB
C++

// Copyright 2023 RLoris
#pragma once
#include "Engine/Texture2D.h"
#include "Engine/World.h"
#include "Kismet/BlueprintAsyncActionBase.h"
#include "FileHelperScreenshotAction.generated.h"
USTRUCT(BlueprintType)
struct FFileHelperScreenshotActionOptions
{
GENERATED_BODY()
/** File name without extension or path information */
UPROPERTY(BlueprintReadWrite, Category = "Screenshot")
FString Filename;
/** Prefix filename with a custom timestamp */
UPROPERTY(BlueprintReadWrite, Category = "Screenshot")
bool bPrefixTimestamp = true;
/** Include the UI in the screenshot */
UPROPERTY(BlueprintReadWrite, Category = "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")
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 */
UPROPERTY(BlueprintReadWrite, Category = "Screenshot")
TObjectPtr<ACameraActor> CustomCameraActor = nullptr;
};
UCLASS()
class FILEHELPER_API UFileHelperScreenshotAction : public UBlueprintAsyncActionBase
{
GENERATED_BODY()
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 = (Keywords = "screenshot load texture FileHelper", ToolTip = "Load a screenshot into a texture"), Category = "Screenshot")
static UTexture2D* LoadScreenshot(const FString& InFilePath);
virtual void Activate() override;
private:
UFUNCTION()
void OnTaskCompleted();
void OnTaskFailed();
void CreateCustomCameraScreenshot();
void Reset();
UPROPERTY()
TObjectPtr<UObject> WorldContextObject;
UPROPERTY()
TObjectPtr<UTexture2D> ScreenshotTexture;
UPROPERTY()
FFileHelperScreenshotActionOptions Options;
/** The file path of the new screenshot taken */
FString FilePath;
/** Is this node active */
bool bActive = false;
};