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Inspiring
March 4, 2016

[BUG / Gear VR] Screenshots come out corrupted

Posted here https://answers.unrealengine.com/questi ... upted.html but perhaps Oculus is already aware of it (or not, and should be).

I was testing performance in Gear VR and basic test scene with single static mesh. The mesh looked fine in the Editor, but on the device it had missing triangles. So I wanted to take screenshots (in addition to sharing project) and show them to Oculus.

Here is my Blueprint setup for taking automatic screenshots: http://s30.postimg.org/5u9p7vnz3/autoscreenshot2.png

It works wonderfully on Windows when running test project in the Editor, but this is what I get when running on the device: http://s22.postimg.org/g3xeng5q9/Screen_Shot00000.png

I am using Galaxy S6, Android 5.1.1 and Gear VR.
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    3 replies

    Inspiring
    March 4, 2016
    You're trying to use the Shot command (https://docs.unrealengine.com/latest/IN ... index.html), which hasn't added support for VR eye buffer capture yet. It's taking data from an unused buffer that apparently has garbage data in it. We'll implement that before too long, but it isn't there yet.

    Today, your best bet is to use FHighResScreenshotConfig::SaveImage(..) (see https://answers.unrealengine.com/questi ... -a-fi.html) or capture the windowsurface contents with Android's built-in screenshot utility using PrtScr on a bluetooth keyboard or similar.
    motorsepAuthor
    Inspiring
    March 4, 2016
    Oh well, too bad for me - I am not a C++ guy :(

    I just wanted to show you my static mesh with missing triangles from my other post (with the test project I uploaded).

    So, hopefully 4.11 will get support for VR in standard screenshot console commands ? Or 4.12 ?
    motorsepAuthor
    Inspiring
    March 8, 2016
    Sounds like we might be in luck one day: https://answers.unrealengine.com/questi ... upted.html