refactor: update show flag settings in BPC_PlanarCapture for UE5.7 compatibility; enhance SS_PlanarCaptureManager with FTickableGameObject interface

This commit is contained in:
Lefteris Notas
2026-05-22 16:02:01 +03:00
parent d16c661022
commit 9fd679fd5b
3 changed files with 37 additions and 10 deletions

View File

@@ -511,11 +511,29 @@ void UBPC_PlanarCapture::ApplyShowFlags()
} }
// Apply show flags based on active quality profile // Apply show flags based on active quality profile
SceneCapture->ShowFlags.SetShadows(ActiveProfile.bEnableShadows); // UE5.7: FEngineShowFlags members are set directly, not via setter methods
SceneCapture->ShowFlags.SetFog(ActiveProfile.bEnableFog); if (!ActiveProfile.bEnableShadows)
SceneCapture->ShowFlags.SetBloom(ActiveProfile.bEnableBloom); {
SceneCapture->ShowFlags.SetAmbientOcclusion(ActiveProfile.bEnableAO); SceneCapture->ShowFlags.DynamicShadows = false;
SceneCapture->ShowFlags.SetMotionBlur(ActiveProfile.bEnableMotionBlur); SceneCapture->ShowFlags.ContactShadows = false;
}
if (!ActiveProfile.bEnableFog)
{
SceneCapture->ShowFlags.Fog = 0;
}
if (!ActiveProfile.bEnableBloom)
{
SceneCapture->ShowFlags.Bloom = 0;
}
if (!ActiveProfile.bEnableAO)
{
SceneCapture->ShowFlags.AmbientOcclusion = 0;
SceneCapture->ShowFlags.ScreenSpaceAO = 0;
}
if (!ActiveProfile.bEnableMotionBlur)
{
SceneCapture->ShowFlags.MotionBlur = 0;
}
// Lumen is controlled via post-process settings on the capture component // Lumen is controlled via post-process settings on the capture component
SceneCapture->PostProcessSettings.bOverride_DynamicGlobalIlluminationMethod = true; SceneCapture->PostProcessSettings.bOverride_DynamicGlobalIlluminationMethod = true;

View File

@@ -2,6 +2,7 @@
// UE5 Modular Game Framework — PlanarCaptureCameraUtils implementation // UE5 Modular Game Framework — PlanarCaptureCameraUtils implementation
#include "Capture/PlanarCaptureCameraUtils.h" #include "Capture/PlanarCaptureCameraUtils.h"
#include "Kismet/KismetMathLibrary.h"
FTransform UPlanarCaptureCameraUtils::ComputeMirroredTransform( FTransform UPlanarCaptureCameraUtils::ComputeMirroredTransform(
const FTransform& ViewerCameraTransform, const FTransform& ViewerCameraTransform,
@@ -24,7 +25,7 @@ FTransform UPlanarCaptureCameraUtils::ComputeMirroredTransform(
const FVector ViewerUp = ViewerCameraTransform.GetUnitAxis(EAxis::Z); const FVector ViewerUp = ViewerCameraTransform.GetUnitAxis(EAxis::Z);
const FVector ReflectedUp = ViewerUp - 2.0f * FVector::DotProduct(ViewerUp, MirrorNormal) * MirrorNormal; const FVector ReflectedUp = ViewerUp - 2.0f * FVector::DotProduct(ViewerUp, MirrorNormal) * MirrorNormal;
FRotator ReflectedRotation = UKismetMathLibrary::MakeRotFromXZ(ReflectedForward, ReflectedUp); const FRotator ReflectedRotation = FRotationMatrix::MakeFromXZ(ReflectedForward, ReflectedUp).Rotator();
return FTransform(ReflectedRotation, ReflectedPosition, ViewerCameraTransform.GetScale3D()); return FTransform(ReflectedRotation, ReflectedPosition, ViewerCameraTransform.GetScale3D());
} }
@@ -73,8 +74,8 @@ FMatrix UPlanarCaptureCameraUtils::ComputeObliqueProjectionMatrix(
ProjectionMatrix.M[3][3] = 0.0f; ProjectionMatrix.M[3][3] = 0.0f;
// Transform clip plane into view space (inverse of surface transform) // Transform clip plane into view space (inverse of surface transform)
const FTransform ViewTransform = SurfaceTransform.Inverse(); const FMatrix ViewMatrix = SurfaceTransform.ToMatrixNoScale().Inverse();
const FPlane ViewSpaceClipPlane = ClipPlane.TransformBy(ViewTransform); const FPlane ViewSpaceClipPlane = ClipPlane.TransformBy(ViewMatrix);
// Compute oblique near-plane using the standard technique: // Compute oblique near-plane using the standard technique:
// Calculate the clip-space corner that maximizes the dot product with the plane normal. // Calculate the clip-space corner that maximizes the dot product with the plane normal.
@@ -90,7 +91,8 @@ FMatrix UPlanarCaptureCameraUtils::ComputeObliqueProjectionMatrix(
Q.W = (1.0f + ProjectionMatrix.M[2][2]) / ProjectionMatrix.M[3][2]; Q.W = (1.0f + ProjectionMatrix.M[2][2]) / ProjectionMatrix.M[3][2];
// Scale the clip plane so its distance from the origin matches the Q vertex // Scale the clip plane so its distance from the origin matches the Q vertex
const float Scale = 2.0f / FVector4::DotProduct(ClipPlaneVec, Q); const float DotVal = ClipPlaneVec.X * Q.X + ClipPlaneVec.Y * Q.Y + ClipPlaneVec.Z * Q.Z + ClipPlaneVec.W * Q.W;
const float Scale = 2.0f / DotVal;
ClipPlaneVec *= Scale; ClipPlaneVec *= Scale;
// Replace the third row of the projection matrix with the clip plane // Replace the third row of the projection matrix with the clip plane

View File

@@ -15,6 +15,8 @@
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "Subsystems/WorldSubsystem.h" #include "Subsystems/WorldSubsystem.h"
#include "Tickable.h"
#include "Misc/Optional.h"
#include "Capture/PlanarCaptureCommon.h" #include "Capture/PlanarCaptureCommon.h"
#include "SS_PlanarCaptureManager.generated.h" #include "SS_PlanarCaptureManager.generated.h"
@@ -38,7 +40,7 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnGlobalQualityCapChanged, EPlanarC
* On clients, it drives actual capture rendering. * On clients, it drives actual capture rendering.
*/ */
UCLASS() UCLASS()
class PG_FRAMEWORK_API USS_PlanarCaptureManager : public UWorldSubsystem class PG_FRAMEWORK_API USS_PlanarCaptureManager : public UWorldSubsystem, public FTickableGameObject
{ {
GENERATED_BODY() GENERATED_BODY()
@@ -51,8 +53,13 @@ public:
virtual void Initialize(FSubsystemCollectionBase& Collection) override; virtual void Initialize(FSubsystemCollectionBase& Collection) override;
virtual void Deinitialize() override; virtual void Deinitialize() override;
// FTickableGameObject
virtual void Tick(float DeltaTime) override; virtual void Tick(float DeltaTime) override;
virtual TStatId GetStatId() const override; virtual TStatId GetStatId() const override;
virtual bool IsTickable() const override { return !IsTemplate(); }
virtual bool IsTickableInEditor() const override { return false; }
virtual UWorld* GetTickableGameObjectWorld() const override { return GetWorld(); }
// ======================================================================== // ========================================================================
// Surface Registry // Surface Registry