Save Thumbnail System

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Overview

A C++ plugin that captures and retrieves save game thumbnail screenshots. It uses a SceneCaptureComponent2D to take a snapshot of the current scene, compresses it to PNG asynchronously on a background thread, and saves it to disk. When loading, it reads the PNG back and converts it into a UTexture2D for display in save/load UI slots.

The capture side uses manual-only capture (no per-frame overhead) with a default 1920x1080 render target that auto-creates if not assigned. The async save pipeline reads pixels from the render target, compresses to PNG via IImageWrapper on a background thread, and writes to disk without blocking the game thread. It supports both save game thumbnails and map-level thumbnails with separate storage paths.

The retrieval side loads PNGs asynchronously — file I/O and decompression happen on a background thread, then UTexture2D creation happens on the game thread using CreateTransient with BulkData pixel upload. Retrieved textures are stored by slot number for easy binding to save/load UI widgets. A synchronous variant is also available for loading any PNG path directly.

C++Scene CaptureAsync I/OIImageWrapperRender TargetsPlugin

Video Demo

Screenshots & Blueprints

Save Thumbnail Blueprint 1
Save Thumbnail Blueprint 2
Save Thumbnail Screenshot 3