How to capture any Unreal Engine Camera to a Render Target

How to attach the OWL Capture Component to your Unreal Camera/ Cinecam
Written by OWL
Updated 1 year ago

With the OWL Capture Component, you can capture the content of any Unreal Camera/ Cinecam to a Render Target:

  1. Select the Camera or Cinecam you want from 'World Outliner', go to its 'Details' panel, click 'Add Component' and search for/select 'OWL Capture'. Add Capture Component
  2. Drag 'OWL Capture' component onto the 'Camera Component' to attach it (this should have happened automatically when you added the component. Add Capture Component
  3. Click on 'OWL Capture' to open its 'Details' panel, go to 'OWL Capture Settings' and create a new Render Target using the drop-down next to the thumbnail:
  4. Open your Spout Sender Manager and select the Render Target you just created:
  5. You are now streaming the output of your Cinecam to Spout!

Additional Features

  1. You can add 'OWL Capture' components to as many Cameras/ Cinecams as you like, each one will appear as a different Render Target in your Spout Sender Manager.
  2. You can use DLSS to up-sample your output from the 'OWL Capture' Render Target to save GPU usage.
  3. You can use the 'Pause Rendering' tickbox in the OWL Capture 'Details' panel to live-edit between cameras in order to save GPU usage (this is also controllable via blueprints):
  4. You can Show/ Hide elements from the Render Target to create Alpha output using the settings in the details panel: 
  5. You can create a UMG overlay for custom HUDs/ Burn-Ins with your own custom blueprint widget:
  6. You can use the Render Flag options to select/ deselect different post processing/ rendering effects:
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