UnrealEngine4 is known to be a powerful tool to create virtual worlds as it is a 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 for machine learning, or more explicitly deep learning, contexts, and has been explored for a series of projects already. There are plugins available that handle rendering images from UE4 to disk at runtime, such as UnrealCV and AirSim.
When I was setting up a scene for my research these plugins were just not yet supporting the latest engine version I wanted/needed to use for various feature reasons, and I was missing a place where knowledge of how to setup a capturing component for rendering images to disk myself was explains for non graphics-programmers. There is but of course a lot of source code available from the projects mentioned earlier and there are a lot of postings scattered across multiple platforms explaining parts of the problem and giving code for possible solutions even though they may be meant for a different issue.
[Image of Scene with Segmentation]
In this post 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!
Also huge thanks to the UE4 AnswerHub community!
You will need a UE4 c++ project. I will go through the code step by step so that it is hopefully easier to implement each step as you are following along. The full source code is placed in this git.
The component I am using for capturing is the SceneCaptureComponent2D
provided as default by the UE4Editor. Placing one of these into your scene will give you a ASceneCaptureComponent
which is its Actor instance. It basically behaves like any other camera component, except for having a viewport that is not restricted by your computer's monitor or main camera viewport, giving the possibility to render images larger than than 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 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 the this in the Editor but if you deal with, for example, multiple capture components etc., you may find it handy to not 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..
}
And call the code during BeginPlay
of the CaptureManager
CaptureManager.cpp
// Called when the game starts or when spawned
void ACaptureManager::BeginPlay()
{
Super::BeginPlay();
// Setup CaptureComponents
SetupColorCaptureComponent(ColorCaptureComponents);
}
Now that 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 with the addition of not flushing our rendering pipeline to prevent rendering hiccups dropping the framerate to 3 - 5 FPS.
This comes with the price of needing to handle the waiting before an image is done being copied from GPU so that we do not read an old or uninitialized buffer (Render Thread and GameThread are not synchronous). We do this by keeping a queue of RenderRequest
that we can probe for being completed.
We add the following struct
to our CaptureManager 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 knows when it has passed the full pipeline, giving a way to assess whether our render command must have been 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 small errors into the color/label data...
Also 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, we now need to store it to disk. Note: UFUNCTION(BlueprintCallable, Category = "ImageCapture") exposes this function to blueprint, so that you could easily test it
To do so, 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, this time without blocking our game thread. For this we implement an asynchronous procedure storing the data to disk. Link to UnrealWiki
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(TArray<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 TArray<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 TArray<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 test purposes we can call the CaptureColorNonBlocking()
from the LevelBlueprint
attaching it to a button press.
[Image of the level blueprint]
The images captured 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 will render CustomDepth
that is settable for each actor in the scene, effectively letting us label and visualize categories of 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 will this time use 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 a 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.