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Heya, i'm having some issues when trying to use your plugin (which i greatly appreciate that even exists! shame the others got abandoned) which is triggering an access violation when i try to implement it into my scene.
I've got the CameraCaptureManager_BP in my scene with the same settings (it was basically a copy and paste) from your demo scene.
whilst typing this i noticed there wasnt a "/" in the sub directory name, i tested it with a "/" and still same result.
with the same node network in my level BP
And i've also got the ActorSceneCaptureComp2d as a child of my pawn, just like your demo scene.
But within your demo scene I've also tried to move the network to run the "Capture Float Non Blocking" node inside my actor instead of the level BP and disconnected the network in the level BP. This also seems to trigger a memory access violation in the line.
I don't suppose you've yet to run into this? I'm on UE 5.1.1
My end goal would be to get the image in C++ and not to save to disk. It was great to see that others are looking to try and do this as well as we may be having the same goal. Hoping to get the raw 32bit image later down the line though.
Thanks
The text was updated successfully, but these errors were encountered:
Hey, I just tested in 5.1.1, and "it works for me" 🙈 , at least I can store float images as .exr to disk and it does not crash..
You said you copy-pasted - I just tried the dummy demo setup, does that crash for you too?
Looking at the images of your setup, the only thing I would double-check is whether the PostProcess Material is correctly set up, just because yours has a different preview compared to mine.
Then, regarding access to 32 bit buffers directly in engine, I believe it must be possible - if you find the code for the ImageWrapper.setRaw() function you should be able to directly set a proper float32 buffer as a target and alter (or simply skip) the conversion to RGB format. But, I have never done that and can imagine that it might not be too easy to do...
Hey sorry for getting back to this so late i was on a trip. But thanks so much for replying!
I've double tested it and for some reason it's working now. I reinstalled Unreal Engine and that seemed to solve the problem? Nothing changed in my code or project. It's working with your demo scene as well as it added into my own UE scene. Very odd as i was wrestling with this for a couple of days when a reinstall fixed it :)
Heya, i'm having some issues when trying to use your plugin (which i greatly appreciate that even exists! shame the others got abandoned) which is triggering an access violation when i try to implement it into my scene.
I've got the CameraCaptureManager_BP in my scene with the same settings (it was basically a copy and paste) from your demo scene.
whilst typing this i noticed there wasnt a "/" in the sub directory name, i tested it with a "/" and still same result.
with the same node network in my level BP
And i've also got the ActorSceneCaptureComp2d as a child of my pawn, just like your demo scene.
But within your demo scene I've also tried to move the network to run the "Capture Float Non Blocking" node inside my actor instead of the level BP and disconnected the network in the level BP. This also seems to trigger a memory access violation in the line.
I don't suppose you've yet to run into this? I'm on UE 5.1.1
My end goal would be to get the image in C++ and not to save to disk. It was great to see that others are looking to try and do this as well as we may be having the same goal. Hoping to get the raw 32bit image later down the line though.
Thanks
The text was updated successfully, but these errors were encountered: