bool APIPCamera::SaveRenderTargetToFile(UTextureRenderTarget2D* rt, const FString& fileDestination)
{
{
FTextureRenderTargetResource* rtResource = rt->GameThread_GetRenderTargetResource();
FReadSurfaceDataFlags readPixelFlags(RCM_UNorm);
TArray<FColor> outBMP;
outBMP.AddUninitialized(rt->GetSurfaceWidth() * rt->GetSurfaceHeight());
rtResource->ReadPixels(outBMP, readPixelFlags);
for (FColor& color : outBMP)
color.A = 255;
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;
}
}