UnrealEngine4 is known to be a powerful tool to create virtual worlds as it is a highly valued AAA production game engine. Generating temporally consistent data with automatic pixel-wise annotations from complex scenes, such as traffic scenarios, is a capability worth leveraging, especially for training and validation of machine learning, or more explicitly deep learning, applications, and has been explored in a variety of projects already. Already, there are plugins available that allow rendering images from UE4 to disk at runtime, such as prominently UnrealCV and AirSim. This repository aims to be a tutorial that demonstrates such an 'image capturing' mechanism in detail fo you to understand its inner workings, and in turn enable you to reuse it in a custom fashions that suit the needs of your project.
When I was setting up scenes for my research the formerly mentioned plugins were just not yet supporting the latest engine versions I wanted/needed to use, and also I was missing a place where the knowledge of how to render images to disk myself was explains for non-advanced graphics-programmers. Of course, there are lots of sources for code available online and also there are community blog-entries scattered across multiple platforms explaining parts of the problem as well as possible solutions, even though they typically are targeted for different issues. In this repository I want to condense my findings on how to implement a component to capture images to disk from an arbitrary UE4 scene from scratch lowering the bar for UE4 beginners. This will include:\
- Rendering images at high FPS without blocking the UE4 rendering thread
- Rendering segmentation (or other graphics buffers) at the same time
Disclaimer: I do not own any of the code. I merely condensed the sources already available online for easier use and provide an overview to the general functionality of this particular approach!
Kudos to the UE4 AnswerHub community!
The general idea of this repository is to communicate a possible setup for custom image capturing in code. This shall provide a baseline for further development to adapt the code to ones individual needs. I understand that Unreal's Blueprint interface is powerful and some people have their reasons not to dive into C++ development with UE4.
This is why now there is also a Plugin version of the code available. It generally provides the same functionality as the tutorial code and is structured in the same way, with minor tweaks for more straight-forward use in blueprints.
It comes with open sources so that everybody may compile it for their platform. (Only Win64 Engine version 4.22 binaries are included, more will follow soon (hopefully...))
To incorporate the Plugin in to your project: Create a Plugins directory in your project and copy the \UnrealImageCapture\Plugins\CameraCaptureToDisk
directory. Load the plugin in your project, if not automatically done by the editor, and place the CameraCaptureManager_BP
, which is to be found in the plugin's contents, in the scene and fill in its required slots as depicted below. This will require you to place a SceneCapture2D
in your scene.
A PostProcessMaterial
for segmentation is also located in the plugin's contents.
Currently one should use JPEG for Color and PNG for Pixel-Segmentation
An image-capturing-command can be triggered from Blueprint as exemplary depicted for the Level-Blueprint below:
I will go through the code step-by-step so that hopefully it will be easier to implement each step as you are following along. The full source code is placed in this repository.
You will need a UE4 (or UE5) C++ project.
Also, you might have to add a few packages to your 'YourProjectName'.Build.cs
file. These are already included into UnrealEngine, however, sometimes they are not added automatically, resulting in unpleasant linker errors. Find the 'YourProjectName'.Build.cs
file in the Source/'YourProjectName/
directory, and add or extend it to include all modules listed in the following line:
PublicDependencyModuleNames.AddRange(new string[] {"Core", "CoreUObject", "Engine", "InputCore", "ImageWrapper", "RenderCore", "Renderer", "RHI" });
I am using a SceneCaptureComponent2D
as the basis for capturing images. Placing one of these into your scene will give you an ASceneCaptureComponent
which is its Actor
instance. It basically behaves like any other camera component, but its viewport is not restricted by your computer's monitor or main camera viewport. This provides us the possibility to render images of arbitrary resolution independent from the actual screen resolution.
Add a
CaptureManager
class of type Actor to your project.
In the CaptureManager.h
we add the following:
CaptureManager.h
#pragma once
class ASceneCapture2D; //forward declaration
#include ...
and to our public variables:
// Color Capture Components
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Capture")
ASceneCapture2D* ColorCaptureComponents;
This enables you to assign a CaptureComponent2d
to your CaptureManager
code.
Compile and place a
CaptureManager
in your scene.
As it does not have any primitive to render you will only see it in the editor's outline. In the details panel of the placed CaptureManager
you can now see the ColorCaptureComponent
assigned to None
. From the drop down menu select the CaptureComponent2D
you already placed in the scene.
Back to code: We will now prepare our yet "naked" CaptureComponent2D
class for capturing images, creating and assigning a RenderTarget
, which is basically a Texture
to store our image data to, and setting the camera properties. Note: You could also do this in the Editor but if you deal with, i.e. multiple capture components, you may find it handy not to worry about creating and assigning all the components by hand!
Create a setup function to put all your setup code for the CaptureComponents in the CaptureManger:
CaptureManager.h
protected:
void SetupColorCaptureComponent(ASceneCapture2D* captureComponent);
CaptureManager.cpp
#include ...
#include "Runtime/Engine/Classes/Components/SceneCaptureComponent2D.h"
#include "Runtime/Engine/Classes/Engine/TextureRenderTarget2D.h"
#include "Engine.h"
#include <Runtime/Engine/Classes/Kismet/GameplayStatics.h>
#include <Runtime/Engine/Public/ShowFlags.h>
#include "RHICommandList.h"
#include "IImageWrapper.h"
#include "IImageWrapperModule.h"
#include "ImageUtils.h"
void ACaptureManager::SetupColorCaptureComponents(ASceneCapture2D* captureComponent){
// Create RenderTargets
UTextureRenderTarget2D* renderTarget2D = NewObject<UTextureRenderTarget2D>();
// Set FrameWidth and FrameHeight
renderTarget2D->TargetGamma = 1.2f;// for Vulkan //GEngine->GetDisplayGamma(); // for DX11/12
// Setup the RenderTarget capture format
renderTarget2D->InitAutoFormat(256, 256); // some random format, got crashing otherwise
int32 frameWidth = 640;
int32 frameHeight = 480;
renderTarget2D->InitCustomFormat(frameWidth, frameHeight, PF_B8G8R8A8, true); // PF_B8G8R8A8 disables HDR which will boost storing to disk due to less image information
renderTarget2D->RenderTargetFormat = ETextureRenderTargetFormat::RTF_RGBA8;
renderTarget2D->bGPUSharedFlag = true; // demand buffer on GPU
// Assign RenderTarget
captureComponent->GetCaptureComponent2D()->TextureTarget = renderTarget2D;
// Set Camera Properties
captureComponent->GetCaptureComponent2D()->CaptureSource = ESceneCaptureSource::SCS_FinalColorLDR;
captureComponent->GetCaptureComponent2D()->ShowFlags.SetTemporalAA(true);
// lookup more showflags in the UE4 documentation..
}
Call the code during
BeginPlay
of theCaptureManager
CaptureManager.cpp
// Called when the game starts or when spawned
void ACaptureManager::BeginPlay()
{
Super::BeginPlay();
// Setup CaptureComponents
SetupColorCaptureComponent(ColorCaptureComponents);
}
Now that because we have a RenderTarget
applied to our CaptureComponent
we can read its data to disk.
We do this by basically re-implementing UE4's code for taking screenshots. Importantly, with the addition of not flushing our rendering pipeline. This prevents rendering hiccups that drop the framerate to 3 - 5 FPS.
This addition will come with the price of needing to handle 'waiting times' before an image is done and copied from GPU. This is important to prevent reading old or uninitialized buffers (remember that RenderThread
and GameThread
are asynchronous). We do this by keeping a queue of RenderRequest
that we can probe for being completed.
We add the following
struct
to ourCaptureManager
class:
CaptureManager.h
#include ...
[...]
USTRUCT()
struct FRenderRequest{
GENERATED_BODY()
TArray<FColor> Image;
FRenderCommandFence RenderFence;
bool isPNG;
FRenderRequest(){
isPNG = false;
}
};
[...]
UCLASS()
class ...
[...]
The Image
will be the color buffer our CaptureComponent
writes to. RenderFence
is a neat feature of UE4 letting you put a 'fence' into the render pipeline that can be checked to notify when it has passed the full pipeline. This gives a way to determine whether our render command has passed as well. The isPNG
flag will be important later when we want to also store semantic labels which should not be stored as JPEG as the compression introduces artifacts into the color/label data...
We need to add our
TQueue
, keeping track of our render requests:
CaptureManger.h
protected:
// RenderRequest Queue
TQueue<FRenderRequest*> RenderRequestQueue;
This function will place a render request on the UE4 rendering pipeline asking the data captured from our CaptureComponent
to be copied in our Image buffer so that we can further process it in GameThread
.
CaptureManger.h
public:
UFUNCTION(BlueprintCallable, Category = "ImageCapture")
void CaptureColorNonBlocking(ASceneCapture2D* CaptureComponent, bool IsSegmentation=false);
CaptureManger.cpp
void ACaptureManager::CaptureColorNonBlocking(ASceneCapture2D* CaptureComponent, bool IsSegmentation){
// Get RenderContext
FTextureRenderTargetResource* renderTargetResource = CaptureComponent->GetCaptureComponent2D()->TextureTarget->GameThread_GetRenderTargetResource();
struct FReadSurfaceContext{
FRenderTarget* SrcRenderTarget;
TArray<FColor>* OutData;
FIntRect Rect;
FReadSurfaceDataFlags Flags;
};
// Init new RenderRequest
FRenderRequest* renderRequest = new FRenderRequest();
renderRequest->isPNG = IsSegmentation;
// Setup GPU command
FReadSurfaceContext readSurfaceContext = {
renderTargetResource,
&(renderRequest->Image),
FIntRect(0,0,renderTargetResource->GetSizeXY().X, renderTargetResource->GetSizeXY().Y),
FReadSurfaceDataFlags(RCM_UNorm, CubeFace_MAX)
};
// Send command to GPU
/* Up to version 4.22 use this
ENQUEUE_UNIQUE_RENDER_COMMAND_ONEPARAMETER(
SceneDrawCompletion,//ReadSurfaceCommand,
FReadSurfaceContext, Context, readSurfaceContext,
{
RHICmdList.ReadSurfaceData(
Context.SrcRenderTarget->GetRenderTargetTexture(),
Context.Rect,
*Context.OutData,
Context.Flags
);
});
*/
// Above 4.22 use this
ENQUEUE_RENDER_COMMAND(SceneDrawCompletion)(
[readSurfaceContext](FRHICommandListImmediate& RHICmdList){
RHICmdList.ReadSurfaceData(
readSurfaceContext.SrcRenderTarget->GetRenderTargetTexture(),
readSurfaceContext.Rect,
*readSurfaceContext.OutData,
readSurfaceContext.Flags
);
});
// Notify new task in RenderQueue
RenderRequestQueue.Enqueue(renderRequest);
// Set RenderCommandFence
renderRequest->RenderFence.BeginFence();
}
With this, the image data is already stored in our queue, and we now need to store it to disk. Note: UFUNCTION(BlueprintCallable, Category = "ImageCapture") exposes this function to blueprint, so that you can easily test it
To do so, in each tick of the CaptureManager
we look up the first element of the RenderQueue
, if its RenderFence
is completed then we save the image to disk, else we do nothing.
The last thing we need is a procedure to write to disk, preferably without blocking our GameThread
.
We implement an asynchronous procedure storing the data to disk.
CaptureManager.h
UCLASS()
class ... {
[...]
};
class AsyncSaveImageToDiskTask : public FNonAbandonableTask{
public:
AsyncSaveImageToDiskTask(TArray<uint8> Image, FString ImageName);
~AsyncSaveImageToDiskTask();
// Required by UE4!
FORCEINLINE TStatId GetStatId() const{
RETURN_QUICK_DECLARE_CYCLE_STAT(AsyncSaveImageToDiskTask, STATGROUP_ThreadPoolAsyncTasks);
}
protected:
TArray<uint8> ImageCopy;
FString FileName = "";
public:
void DoWork();
};
CaptureManager.cpp
#include ...
// Static ImageWrapperModule to prevent reloading -> this thing does not like to be reloaded..
static IImageWrapperModule &ImageWrapperModule = FModuleManager::LoadModuleChecked<IImageWrapperModule>(FName("ImageWrapper"));
[...]
AsyncSaveImageToDiskTask::AsyncSaveImageToDiskTask(TArray<uint8> Image, FString ImageName){
ImageCopy = Image;
FileName = ImageName;
}
AsyncSaveImageToDiskTask::~AsyncSaveImageToDiskTask(){
//UE_LOG(LogTemp, Warning, TEXT("AsyncTaskDone"));
}
void AsyncSaveImageToDiskTask::DoWork(){
FFileHelper::SaveArrayToFile(ImageCopy, *FileName);
UE_LOG(LogTemp, Log, TEXT("Stored Image: %s"), *FileName);
}
And a call from the
CaptureManager
to start the async saving process:
CaptureManager.h
protected:
// Creates an async task that will save the captured image to disk
void RunAsyncImageSaveTask(TArray<uint8> Image, FString ImageName);
CaptureManager.cpp
void ACaptureManager::RunAsyncImageSaveTask(TArray64<uint8> Image, FString ImageName){
(new FAutoDeleteAsyncTask<AsyncSaveImageToDiskTask>(Image, ImageName))->StartBackgroundTask();
}
CaptureManager.h
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
CaptureManager.cpp
// Called every frame
void ACaptureManager::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
// Read pixels once RenderFence is completed
if(!RenderRequestQueue.IsEmpty()){
// Peek the next RenderRequest from queue
FRenderRequest* nextRenderRequest = nullptr;
RenderRequestQueue.Peek(nextRenderRequest);
int32 frameWidth = 640;
int32 frameHeight = 480;
if(nextRenderRequest){ //nullptr check
if(nextRenderRequest->RenderFence.IsFenceComplete()){ // Check if rendering is done, indicated by RenderFence
// Decide storing of data, either jpeg or png
if(nextRenderRequest->isPNG){
//Generate image name
FString fileName = FPaths::ProjectSavedDir();
fileName += ".png"; // Add file ending
// Prepare data to be written to disk
static TSharedPtr<IImageWrapper> imageWrapper = ImageWrapperModule.CreateImageWrapper(EImageFormat::PNG); //EImageFormat::PNG //EImageFormat::JPEG
imageWrapper->SetRaw(nextRenderRequest->Image.GetData(), nextRenderRequest->Image.GetAllocatedSize(), frameWidth, frameHeight, ERGBFormat::BGRA, 8);
const TArray64<uint8>& ImgData = imageWrapper->GetCompressed(5);
RunAsyncImageSaveTask(ImgData, fileName);
} else{
UE_LOG(LogTemp, Log, TEXT("Started Saving Color Image"));
// Generate image name
FString fileName = FPaths::ProjectSavedDir();
fileName += ".jpeg"; // Add file ending
// Prepare data to be written to disk
static TSharedPtr<IImageWrapper> imageWrapper = ImageWrapperModule.CreateImageWrapper(EImageFormat::JPEG); //EImageFormat::PNG //EImageFormat::JPEG
imageWrapper->SetRaw(nextRenderRequest->Image.GetData(), nextRenderRequest->Image.GetAllocatedSize(), frameWidth, frameHeight, ERGBFormat::BGRA, 8);
const TArray64<uint8>& ImgData = imageWrapper->GetCompressed(0);
RunAsyncImageSaveTask(ImgData, fileName);
}
// Delete the first element from RenderQueue
RenderRequestQueue.Pop();
delete nextRenderRequest;
UE_LOG(LogTemp, Log, TEXT("Done..."));
}
}
}
}
For testing purposes we can call the CaptureColorNonBlocking()
from the LevelBlueprint
by attaching it to a button pressed event.
[Image of the level blueprint]
The captured images will now be saved into your project's Saved
directory.
To get labels for our images we will add a second CaptureComponent
equipped with a PostProcessMaterial
that visualizes CustomDepth
. The CustomDepthStencil
is settable for each actor in the scene, effectively letting us label and visualize categories of, as well as individual, actors.
Find the ProjectSettings in your editor and search for stencil which will bring up Custom Depth-Stencil Pass
. Switch this option from Enabled
to Enabled with Stencil
.
Add a new Material
to your project content. (I will call it PP_Segmentation
)
Click on the material's output node and switch MaterialDomain
from Surface
to PostProcess
.
Right-click to open the node search and type SceneTexture
, select the node from Texture
-Category.
In the details of this node, select CustomStencil
as SceneTextureId
.
Add a Division
node and connect the SceneTexture
's Color
output to the division node. Set the division to be by 255. Note: This is needed because the image buffer seems to be float valued, leading to values > 1 having no meaning, as image information ranges from 0.0 to 1.0.
Apply and save the material.
You can set the custom depth in editor or from code. For simplicity I chose the editor. Place an arbitrary object(MeshActor) into the scene, and search for custom depth
in its details panel. Under Rendering
enable Render CustomDepth Pass
, and set CustomDepth Stencil Value
to whatever you like. For illustration purposes set it to 200.
To be able to render color and segmentation at the same time, we need a second SceneCapture2D
component in our scene. To not worry about placement and setup later on we will spawn this component by code, aligning it to our ColorCapture, and add our post process material.
To add the post process material we first need access to it by code. We could do a search for it through our project content, but since this would be done by the name of the material I found it to be a rather unsafe method. I prefer to add a reference to the material to the CaptureManager
CaptureManager.h
public:
// PostProcessMaterial used for segmentation
UPROPERTY(EditAnywhere, Category="Segmentation Setup")
UMaterial* PostProcessMaterial = nullptr;
You can now reference the post process material in the details panel of the CaptureManager
in the editor just like before the SceneCapture2D
.
Add code to spawn the new SceneCapture2D
component and get settings from the ColorCapture:
CaptureManager.h
protected:
ASceneCapture2D* SegmentationCapture = nullptr;
void SpawnSegmentationCaptureComponent(ASceneCapture2D* ColorCapture);
CaptureManager.cpp
void ACaptureManager::SpawnSegmentationCaptureComponent(ASceneCapture2D* ColorCapture){
// Spawning a new SceneCaptureComponent
ASceneCapture2D* newSegmentationCapture = (ASceneCapture2D*) GetWorld()->SpawnActor<ASceneCapture2D>(ASceneCapture2D::StaticClass());
if(!newSegmentationCapture){ // nullptr check
UE_LOG(LogTemp, Error, TEXT("Failed to spawn SegmentationComponent"));
return;
}
// Register new CaptureComponent to game
newSegmentationCapture->GetCaptureComponent2D()->RegisterComponent();
// Attach SegmentationCaptureComponent to match ColorCaptureComponent
newSegmentationCapture->AttachToActor(ColorCapture, FAttachmentTransformRules::SnapToTargetNotIncludingScale);
// Get values from "parent" ColorCaptureComponent
newSegmentationCapture->GetCaptureComponent2D()->FOVAngle = ColorCapture->GetCaptureComponent2D()->FOVAngle;
// Set pointer to new segmentation capture component
SegmentationCapture = newSegmentationCapture;
UE_LOG(LogTemp, Warning, TEXT("Done..."));
}
CaptureManager.h
protected:
void SetupSegmentationCaptureComponent(ASceneCapture2D* SegmentationCapture);
CaptureManager.cpp
void ACaptureManager::SetupSegmentationCaptureComponent(ASceneCapture2D* ColorCapture){
// Spawn SegmentationCaptureComponents
SpawnSegmentationCaptureComponent(ColorCapture);
// Setup SegmentationCaptureComponent
SetupColorCaptureComponent(SegmentationCapture);
// Assign PostProcess Material
if(PostProcessMaterial){ // check nullptr
SegmentationCapture->GetCaptureComponent2D()->AddOrUpdateBlendable(PostProcessMaterial);
} else {
UE_LOG(LogTemp, Error, TEXT("PostProcessMaterial was nullptr!"));
}
}
CaptureManager.cpp
void ACaptureManager::BeginPlay()
{
Super::BeginPlay();
SetupColorCaptureComponent(ColorCaptureComponents);
SetupSegmentationCaptureComponent(ColorCaptureComponents);
}
To save the image information from SegmentationCapture we can simply use the CaptureColorNonBlocking()
method. Be sure to set isSegmentation = true
to get PNG compressed data.
The IImageWrapperModule
's wrapping of the data is still done in GameThread
rather than in an async call, which can actually consume more runtime than the saving to disk. Simply pushing the WrapperModule into the async procedure does suffice since 1) it is a shared pointer, 2) the ImageWrapperModule.CreateImageWrapper(...)
needs to be called from GameThread. I am grateful for any ideas on that..
It is possible that an image is saved every game tick at high fps. If saving to disk is actually slower than the delta time of the game tick another call to the shared IImageWrapper
is made while its buffer is read for saving to disk. This results in a game crash. This should be fixable by adding semaphores, I just did not have the time to test this yet.