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Hey! I just bumped into this useful plugin, since I am trying to get frames from two (or more) Scene Capture components to be sent via TCP. I managed to get it working with a simple C++ class with a single camera, but I am new to both Unreal and C++, so I can't go further. Did you ever try to implement this kind of pipeline?
The text was updated successfully, but these errors were encountered:
Hey, thanks for checking out the repository!
Unfortunately, I never did integrate networking... Best I can do for now is maybe provide some direction. From what I understood is that you already can send the image data via network and it is the issue of connecting your code with mine, is that correct?
In case I understood correctly - the saving to disk in my code is done with async tasks, so assuming your game instance is the client you can open multiple connections (one for each image) to your tcp server then it should be fine to do everything in the async thread -> Basically, you should be able to only adapt this function void AsyncSaveImageToDiskTask::DoWork(){...}, such that all your code for setting up a connection and sending the data goes in this function.
Hey! I just bumped into this useful plugin, since I am trying to get frames from two (or more) Scene Capture components to be sent via TCP. I managed to get it working with a simple C++ class with a single camera, but I am new to both Unreal and C++, so I can't go further. Did you ever try to implement this kind of pipeline?
The text was updated successfully, but these errors were encountered: