/** * SceneCapturePortalComponent * * Captures the scene as if viewed through a portal to a * 2D texture render target. * * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class SceneCapturePortalComponent extends SceneCaptureComponent native; /** render target resource to set as target for capture */ var(Capture) const TextureRenderTarget2D TextureTarget; /** scale field of view so that there can be some overdraw */ var(Capture) const float ScaleFOV; /** actor at the target view location for this portal * (this will be the point where the scene is captured from) */ var(Capture) const Actor ViewDestination; cpptext { public: // UActorComponent interface /** * Attach a new portal capture component */ virtual void Attach(); // SceneCaptureComponent interface /** * Create a new probe with info needed to render the scene */ virtual class FSceneCaptureProbe* CreateSceneCaptureProbe(); } /** interface for changing TextureTarget, ScaleFOV, and ViewDestination */ native noexport final function SetCaptureParameters( optional TextureRenderTarget2D NewTextureTarget = TextureTarget, optional float NewScaleFOV = ScaleFOV, optional Actor NewViewDest = ViewDestination ); defaultproperties { ScaleFOV=1.f FrameRate=1000 bSkipUpdateIfOwnerOccluded=true }