Runtime Screenshot Core Definition
Establish C3_RSP as a runtime module with a dedicated screenshot manager class, Blueprint function library, and shared capture settings struct. Define a Blueprint-oriented architecture around AC3_RSP_ManagerBase, UC3_RSP_FunctionLibrary, and FC3_RSP_CaptureSettings.
Rendering Method Abstraction
Introduce ERSP_RenderingMethod to formalize screenshot workflows across raster, RTX-oriented, and path tracing modes. Prepare a public manager API for switching render methods without requiring direct console-command scripting in gameplay logic.
Capture Data Contracts
Define the FC3_RSP_OnScreenshotCaptured multicast delegate to return image size, generated texture, and raw color buffer data. Lay the groundwork for event-driven post-processing and Blueprint-side screenshot consumption.
Instant Screenshot API Surface
Deliver Lite, Pro, and Ultra Blueprint screenshot entry points for one-click capture, resolution multipliers, exact resolution control, custom depth masking, and HDR output. Standardize a full-path filename workflow suitable for runtime capture pipelines and tool-style utilities.
Designer-Friendly Blueprint Access
Provide Get RSP Manager and direct function library calls so Blueprint users can trigger screenshots from any world-context object. Keep the plugin usable for non-C++ teams through categorized Blueprint nodes under Runtime Screenshot Pro namespaces.
Manager-Based Capture Execution
Expose manager-side core capture functions for instant and path tracer screenshots so advanced projects can work directly against AC3_RSP_ManagerBase. Store capture settings centrally to support post-capture handling and future output processing.
Path Tracer Runtime Controls
Add Blueprint controls for enabling the Path Tracer, restarting it, restoring lit mode, and toggling progress display and denoiser behavior. Expand the manager to track current and previous rendering methods for controlled runtime switching.
Rendering Safety Utilities
Add public Blueprint helpers for Lumen hardware ray tracing toggles and path tracing crash-mitigation settings. Position the plugin for heavier rendering workloads where GPU responsiveness and ray tracing setup matter.
Path Tracer Screenshot Variants
Introduce Lite, Pro, and Ultra path tracer screenshot functions with optional resolution overrides, mask output, HDR capture, and sampling delay control. Support a dedicated path-tracing capture path instead of treating cinematic screenshots as a generic raster-only flow.
Screenshot Event Output Pipeline
Expose OnScreenshotCaptured so projects can react to completed captures with image dimensions, transient texture output, and raw FColor pixel arrays. Enable downstream Blueprint systems to route screenshot results into UI previews, save systems, or runtime review tools.
Supporting Utility Functions
Round out the public function library with random string helpers and notification visibility control for capture-related flows. Improve usability for automated naming conventions and less intrusive screenshot sessions.
Image Conversion & File Utilities
Add utilities to convert raw image buffers into UTexture2D assets and to save color data back to disk. Include filename validation and auto-correction helpers to reduce common runtime capture failures.
Blueprint API Stabilization
Consolidate the Blueprint-facing screenshot, rendering, and utility categories into a product-ready API surface for runtime capture workflows. Preserve a split between simple screenshot entry points and more advanced manager-level control.
Runtime Packaging & Distribution Readiness
Maintain the plugin as a content-capable runtime module with Win64 distribution posture as declared in the plugin metadata. Align the public release profile with the pluginβs VersionName 2.2 and UE 5.7 metadata footprint.
Public Technical Showcase Positioning
Refine the plugin narrative around runtime screenshots, path tracer support, image-output events, and Blueprint-first rendering controls. Prepare public-facing roadmap copy that communicates both capture convenience and higher-end rendering flexibility.