UE4 保存为bitmap
TArray<FColor> colorData;
colorData.Init(FColor(0, 0, 255, 255), 1920 * 1080);
for (int y = 0; y < 1920; y++)
{
for (int x = 0; x < 1080; x++)
{
int i = x + (y * 1080);
colorData[i].R = binaryData[i * 4 + 0];
colorData[i].G = binaryData[i * 4 + 1];
colorData[i].B = binaryData[i * 4 + 2];
colorData[i].A = binaryData[i * 4 + 3];
count++;
}
}
TCHAR* d = TEXT("E:/testJigou/b.bmp");
bool success = FFileHelper::CreateBitmap(d,1920,1080, &colorData[0],nullptr);
if (success == true)
{
GEngine->AddOnScreenDebugMessage(-1, 10.0f, FColor::Red, TEXT("chenggongla"));
GEngine->AddOnScreenDebugMessage(-1, 10.0f, FColor::Red, FString::FromInt(count));
}
else
{
GEngine->AddOnScreenDebugMessage(-1, 10.0f, FColor::Red, TEXT("shibaila"));
}
需要include #include "FileHelper.h"