UE4 相机拍照功能(图片保存)

强烈建议先看下这篇保存图片的方法:

https://blog.csdn.net/u011407338/article/details/104184087

主要设置如下:
创建组件和设置组件:
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TextureTarget的来源和设置:
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创建蓝图库:
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.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<FColor> 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<uint8> CompressedBitmap;
FImageUtils::CompressImageArray(destSize.X, destSize.Y, outBMP, CompressedBitmap);
bool imageSavedOk = FFileHelper::SaveArrayToFile(CompressedBitmap, *fileDestination);

return imageSavedOk;

}

编译完成后测试一下:
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效果:
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