Creating Custom Objects

Setting up your own objects to capture is made easy by utilizing an actor tag based approach. By simply adding a specific tag to any actor in your level, that will allow the Photo Camera to register it as an object that can be captured with its own set of data. Below will cover how to go about setting up your own objects inside the PhotoCamTargets_DT Data Table, and what all the different values do.

(Core > Blueprints > DataTables)

Upon adding a new entry into this Data Table, you will be prompted with a wide collection of values to change for this Row. Below will cover each value and how they can be utilized. (Row Name is not important)


Target Tag Name This value serves as the "Target" of this Data Table entry. Any actors in your scene with this tag will inherit the values we define below the TargetTag value.

Target Display Name Text This value is where you would define the name of your object. The name is displayed on the actor when looking at it while using the Photo Camera, and can also be used on photos inside the Photo Album.

Capture Screen Size Mix/Max Floats A structure containing a "Min" and "Max" value that defines how big your object should be on screen to be captured or "In Focus". The values inserted are the size of the object in pixels on screen. Larger objects might need a higher "Min" size and lower "Max" size, where as smaller objects might need a lower "Min" size and a higher "Max size.

Screen Size Multi Float A simple multiplication of the current screen size of your object. Can be used to increase the frame size around your object, as by default the frame capture that displays around your object is quite tight fitted around the boundaries of your object. Increasing this value would mean decreasing your Capture Screen Size values. Screen Size Multi & Capture Screen Size values are all relative to one another, meaning they work together.

Capture Time Float How long (in seconds) it takes to capture our object when the player is holding the "Capture" input.

Capture Image (Optional) Texture2D This is where we can define a custom image to your object. By default, if this value is left empty then the DigiCam Camera will capture a photo at runtime of your object and use that photo as this objects image. If you change this and set a custom image, then this object will use that image as its photo when this object gets captured. This allows for more creative freedom over how exactly you would want your image to look like when your object is captured.

Remove Tag After Capture Boolean Setting this value to "true" or "false" will determine whether or not to remove your TargetTag from your object once it gets captured. By default this value is set to "true", meaning once the object gets captured it can not be captured again. This can be changed if needed.

Play Sound On Capture (Optional) Structure Here we can setup a custom subtitled sound to be played once this object gets captured. We might want our players character to say something related to the object they just captured, and this is where that can be done.

Play Sound in Photo Album (Optional) Structure Similar to the PlaySoundOnCapture structure, we can utilize this to play a subtitled sound when the player selects this objects photo in the Photo Album.

Can Delete Photo From Photo Album Boolean This value determines whether or not the player can delete the photo captured of this object inside the Photo Album. Some photos you might want to be permanent in the players Photo Album. This is where you can define that.


Once we have setup an entry for our object inside the PhotoCamTargets_DT Data Table, we can now assign our TargetTag value we set to an actor in our scene, using that same value as its Tag.

Our "TargetTag" .
That same "TargetTag" value added as a Tag to our actor.

This Tag based approach allows for any and every type of actor in our scene to be captured. This also avoids having to create child actors for every object we want to capture, and keeps the overall workflow of setting up new objects to capture quick and effortless.

Find out more about Actor Tags within Unreal, and how they can be used.

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