In order to force the game to run a particular map, you need to pass the map's name to the executable.
Combine this ability with commands to set the resolution and specify a particular map to run on start-up and you have the ability to render out footage from your game at extremely high resolutions while running perfectly smoothly. The engine has the ability to force the game to run at a specified framerate and output each rendered frame as an uncompressed. Subsequently, this method is mainly geared toward capturing cinematics and possibly pre-recorded demos.Ĭapturing individual frames in Unreal is simply a matter of using the right combination of command line arguments when running the game. This obviously would make trying to control a player in-game impossible. Since the engine will take as long as it needs to render each frame out according to the target framerate, it may take several seconds or more to render each frame. It also does not lend itself to capturing live in-game footage of gameplay controlled by the player because it is not rendering in realtime in most cases. This means you have to capture the audio separately which can often make syncing up the audio with the video a challenge.
For one, this method does not allow for capturing the audio along with the video. There are drawbacks to this method, however. Rendering frames is also a viable solution if your system simply cannot keep up with rendering the scene at an acceptable framerate for capturing.
Unless you have a hardware capturing solution, this is by far the best way to obtain high-quality high-resolution footage for use as promotional videos, trailers, etc. Rendering out individual frames allows you to capture high-quality images regardless of the complexity of the scene being rendered.