UE5.4 用自带OpenCV4.55读取png、MP4、摄像头并在ui中显示的方法

创建c++项目,项目build.cs中开启模块:

// Copyright Epic Games, Inc. All Rights Reserved.

using UnrealBuildTool;

public class OpencvT : ModuleRules
{
	public OpencvT(ReadOnlyTargetRules Target) : base(Target)
	{
		PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
	
		PublicDependencyModuleNames.AddRange(new string[] 
		{ 
			"Core", 
			"CoreUObject", 
			"Engine", 
			"InputCore", 
			"EnhancedInput",
			"OpenCV",
			"OpenCVHelper",
			"UMG",
			"Slate",
			"SlateCore",
			"ImageWrapper" 
		});

		PrivateDependencyModuleNames.AddRange(new string[] {  });

	}
}

编译器中创建userwidget的c++类,BP_userwidget的蓝图用户界面,BP_userwidget中添加image小部件,在userwidget.h中添加绑定image,userwidget.cpp中不用添加其他代码。

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "Blueprint/UserWidget.h"
#include "Components/Image.h"
#include "MyUserWidget.generated.h"

/**
 * 
 */
UCLASS()
class OPENCVT_API UMyUserWidget : public UUserWidget
{
	GENERATED_BODY()

	UMyUserWidget(const FObjectInitializer& ObjectInitializer);
	
	virtual void NativeConstruct() override;
	
public:
	UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
	UImage* cv_Image;
};

创建actor c++类,添加头文件,创建userwidget实例,用来设置绑定的image,创建bp_用户界面实例,添加到视口,将actor类放入场景中,运行。

需要注意:cv加载数据为空或不正确时会引起崩溃

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "MyOpenCVClass.generated.h"

UCLASS()
class OPENCVT_API AMyOpenCVClass : public AActor
{
	GENERATED_BODY()

public:
	// Sets default values for this actor's properties
	AMyOpenCVClass();

protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

public:
	// Called every frame
	virtual void Tick(float DeltaTime) override;

	UPROPERTY(EditAnywhere)
	UMaterialInterface* BaseMaterial;

	UPROPERTY(BlueprintReadOnly,VisibleAnywhere)
	UTexture2D* test2d;

    //这里需要在编辑器内将bp_用户界面添加到NewWidgetBlueprint
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "UI")
	TSubclassOf<UUserWidget> NewWidgetBlueprint;
};

                
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