Blueprint Video Recording
No C++ Required
Implement professional video recording in your Unreal Engine project using only Blueprints. Start recording, instant replay, render target capture-all without writing a single line of C++.
Available Blueprint Nodes
Runtime Video Recorder exposes all functionality through intuitive Blueprint nodes.
Begin recording the viewport or specified render target to a video file.
Finalize and save the recording. Returns the path to the saved file.
Continuously buffer the last N seconds (e.g. 30 or 60). Use with Start Recording and LastSecondsToRecord.
Encode Circular Buffer to Video Async - save buffered footage without a frame hitch. Bind On Completed when done.
Event fired when recording completes. Includes file path.
Step-by-Step Setup
Add the Runtime Video Recorder Actor
Drag the BP_RuntimeVideoRecorder actor into your level,
or spawn it dynamically from any Blueprint.
SpawnActor → BP_RuntimeVideoRecorder
// Store reference for later use
Set VideoRecorder = Return Value
Configure Recording Settings
Set your preferred resolution, framerate, and quality settings either in the Details panel or via Blueprint nodes.
VideoRecorder → Set Resolution (1920, 1080)
VideoRecorder → Set Framerate (60)
VideoRecorder → Set Bitrate (8000000) // 8 Mbps
💡 Tip: Use hardware acceleration for best performance. RVR automatically uses WMF on Windows, MediaCodec on Android.
Start Recording on Input
Connect the Start Recording node to your input event. Common triggers include key presses, button clicks, or game events.
InputAction "Record" → Pressed
→ Branch (Is Recording)
→ True: Stop Recording
→ False: Start Recording ("MyVideo.mp4")
Handle Recording Complete Event
Bind to the OnRecordingFinished event to get notified when the video is saved. Use this to show notifications, upload the file, or trigger other actions.
VideoRecorder → On Recording Finished
→ Print String ("Video saved to: " + FilePath)
→ Show Notification Widget
Common Blueprint Implementations
🎮 Hotkey Recording
Toggle recording with a keyboard shortcut.
Input F9 → Pressed
→ Flip Flop
→ A: Start Recording
→ B: Stop Recording
⏪ Record last N seconds
Buffer the last 30 or 60 seconds; save asynchronously with no hitch.
BeginPlay → Start Recording (..., LastSecondsToRecord: 30)
// Save when player presses button - async, no hitch
Input SaveReplay → Encode Circular Buffer to Video Async
→ On Completed (e.g. show notification)
👹 Boss Fight Recording
Auto-record epic encounters.
On Boss Fight Start
→ Start Recording ("BossFight.mp4")
On Boss Defeated
→ Stop Recording
📹 Multi-Camera Recording
Record from security cameras or scene captures.
SecurityCamera → Get Render Target
→ Start Recording From Render Target
Why Choose Blueprint Implementation?
Faster Iteration
Change recording behavior instantly without recompiling. Perfect for prototyping and quick adjustments.
Designer Friendly
Designers can implement recording features without programmer involvement. Empower your whole team.
Full Functionality
100% of RVR features are exposed to Blueprints. No C++ needed for any recording functionality.
Frequently Asked Questions
Can I record video in Unreal Engine without C++?
Yes! Runtime Video Recorder provides full Blueprint support. All recording functionality-start, stop, record last N seconds, save asynchronously-can be controlled entirely through Blueprint nodes without writing any C++ code.
What Blueprint nodes are available for video recording?
RVR provides nodes for: Start Recording, Stop Recording, Record last N seconds (circular buffer), Encode Circular Buffer to Video Async (save asynchronously), Record From Render Target, and configuration nodes for resolution, framerate, and quality settings.
How do I set up record last N seconds and save asynchronously?
Start recording with LastSecondsToRecord set to your buffer duration (e.g. 30 or 60 seconds). When you want to save, use Encode Circular Buffer to Video Async - it encodes in the background with no frame hitch. Bind the On Completed pin to show a notification or run logic when the file is ready.
Is Blueprint recording as performant as C++?
Yes! The Blueprint nodes call the same optimized C++ code under the hood. There's no performance difference between Blueprint and C++ implementations for recording functionality.