OWL Viewport Capture
A method to capture the active Unreal Engine Viewport to a Render Target which works in Editor and in Packages games/ apps and can be used with media output for streaming or recording the Viewport.
Last updated 3 days ago
Overview
The
OWL Viewport Captureis a simple but effective way to capture your active Unreal EngineViewportto aRender Targetwhich can be very useful for streaming or recording your project or game-play.You can also select to capture any
HUDorBurn-Inyou have added to theViewport.The capture will just follow whatever active Viewport you have selected in your Unreal Editor or game/ app.
Performance
The
Viewport Captureis highly performant because it doesn’t render any additional pixels, it just writes to theRender Targetwhatever your Viewport is already rendering.You can output any color space that the Viewport can support (up to
32bit) but this will be limited by the color space that your media output supports.It doesn’t support alpha channel.
You can use
DLSS/ Upsamplingto further increase frame rate if you need, meaning you can get up to+200FPS.
Set-Up and Features
Go to
Place Actorsand in the Off World Live panel selectOWL Viewport Captureand drag and drop it into your level:
In it's
Detailspanel, you can change these features:
Texture Target:This is where you set aRender Targetto capture theViewport.Pause Rendering:You can tick this if you want to stop the Render Target from capturing.Capture Widgets:This is for packaged projects/ apps and if ticked it will capture anyHUDyou have set up for yourViewportas well as the gameplay.Fix Gamma:This ensures that your output colors are the same as those you see in Editor. If you want the raw color values then untick this box.
The Viewport Capture will always capture whatever active Viewport you have selected in Editor (or in game):

Whatever you select you will see automatically appear in your
Render Target:
Trouble-Shooting
The
Viewport Capturewill work automatically without issue.In packaged projects/ apps the
Render Targetwill automatically set to theResolutionthat theViewportinitially opens to.You need to set a Blueprint to resize the
Render Targetto whateverResolutionthe user eventually selects if you are giving them the option to record or stream from the project/ game so that the output Resolution is the same as what they have selected.