Make AutomationScreenshotOptions

Make AutomationScreenshotOptions

Windows
MacOS
Linux

Adds a node that create a 'AutomationScreenshotOptions' from its members

Make AutomationScreenshotOptions
Resolution
X0.000000
Y0.000000
Delay
0.200000
Override Time To
0.000000
Disable Noisy Rendering Features
Fixed Exposure
View Settings
Select Asset
Visualize Buffer
None
Tolerance
Zero
Tolerance Amount
Maximum Local Error
0.100000
Maximum Global Error
0.020000
Ignore Anti Aliasing
Ignore Colors
Automation Screenshot Options

Inputs

Resolution
Vector 2D Structure

The desired resolution of the screenshot, if none is provided, it will use the default for the platform setup in the automation settings.

Delay
Float

The delay before we take the screenshot.

Override Time To
Float

Overrides World Time, Real Time to the value provided. Sets Delta Time to 0. Only affects the time being sent to the render thread and materials. The time accumulating on the game thread is unaffected.

Disable Noisy Rendering Features
Boolean

Disables Anti-Aliasing, Motion Blur, Screen Space Reflections, Eye Adaptation, Tonemapper and Contact Shadows, because those features contribute a lot to the noise in the final rendered image. If you're explicitly looking for changes

Fixed Exposure
Boolean

Disables Eye Adaptation and sets Tonemapper to fixed gamma curve. Should generally be on unless testing tone mapping or other post-processing results

View Settings
Automation View Settings Object Reference

Assign custom view settings to control which rendering options we allow on while taking the screenshot.

Visualize Buffer
Name

Allows you to screenshot a buffer other than the default final lit scene image. Useful if you're trying to build a test for a specific GBuffer, that may be harder to tell if errors are introduced in it.

Tolerance
EComparisonTolerance Enum

These are quick defaults for tolerance levels, we default to low, because generally there's some constant variability in every pixel's color introduced by TxAA.

Tolerance Amount
Comparison Tolerance Amount Structure

For each channel and brightness levels you can control a region where the colors are found to be essentially the same. Generally this is necessary as modern rendering techniques tend to introduce noise constantly to hide aliasing.

Maximum Local Error
Float

After you've accounted for color tolerance changes, you now need to control for local acceptable error. Which depending on how pixels were colored on triangle edges may be a few percent of the image being outside the tolerance levels. Unlike the MaximumGlobalError, the MaximumLocalError works by focusing on a smaller subset of the image. These chunks will have be compared to the local error, in an attempt to locate hot spots of change that are important, that would be ignored by the global error.

Maximum Global Error
Float

After you've accounted for color tolerance changes, you now need to control for total acceptable error. Which depending on how pixels were colored on triangle edges may be a few percent of the image being outside the tolerance levels.

Ignore Anti Aliasing
Boolean

If this is true, we search neighboring pixels looking for the expected pixel as what may have happened, is that the pixel shifted a little.

Ignore Colors
Boolean

If this is true, all we compare is luminance of the scene.

Outputs

Automation Screenshot Options
Automation Screenshot Options Structure

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