I want to get the depth buffer from the UE4 rendering thread to the game thread, and then do some calculations, how should I do this?
I tried to get the SceneDepthTexture in the Render(), but I still don’t know how to pass it to the game thread, for example, I can use the depth cache in the tick function of the Actor class.
// 在Render里获取Depth Texture
FTexture2DRHIRef DTexture = SceneContext.GetSceneDepthTexture();
I also used another method, that is, I want to save the acquired depth texture as a local file, and then I use another function to read it. But i still failed.
Can someone help me ?
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