FSceneRenderer* FScene::CreateSceneRenderer( USceneCaptureComponent* SceneCaptureComponent, UTextureRenderTarget* TextureTarget, const FMatrix& ViewMatrix, const FVector& ViewLocation, float FOV, float MaxViewDistance, bool bCaptureSceneColour, FPostProcessSettings* PostProcessSettings, float PostProcessBlendWeight )
{
	FIntPoint CaptureSize(TextureTarget->GetSurfaceWidth(), TextureTarget->GetSurfaceHeight());

	FTextureRenderTargetResource* Resource = TextureTarget->GameThread_GetRenderTargetResource();
	FSceneViewFamilyContext ViewFamily(FSceneViewFamily::ConstructionValues(
		Resource,
		this,
		FEngineShowFlags(ESFIM_Game))
		.SetResolveScene(!bCaptureSceneColour));

	// Disable features that are not desired when capturing the scene
	ViewFamily.EngineShowFlags.MotionBlur = 0; // motion blur doesn't work correctly with scene captures.
	ViewFamily.EngineShowFlags.SeparateTranslucency = 0;
	ViewFamily.EngineShowFlags.HMDDistortion = 0;
	FSceneViewInitOptions ViewInitOptions;
	ViewInitOptions.SetViewRectangle(FIntRect(0, 0, CaptureSize.X, CaptureSize.Y));
	ViewInitOptions.ViewFamily = &ViewFamily;
	ViewInitOptions.ViewMatrix = ViewMatrix;
	ViewInitOptions.BackgroundColor = FLinearColor::Black;
	ViewInitOptions.OverrideFarClippingPlaneDistance = MaxViewDistance;

	if (bCaptureSceneColour)
	{
		ViewFamily.EngineShowFlags.PostProcessing = 0;
		ViewInitOptions.OverlayColor = FLinearColor::Black;
	}

	// Build projection matrix
	{
		float XAxisMultiplier;
		float YAxisMultiplier;

		if (CaptureSize.X > CaptureSize.Y)
		{
			// if the viewport is wider than it is tall
			XAxisMultiplier = 1.0f;
			YAxisMultiplier = CaptureSize.X / (float)CaptureSize.Y;
		}
		else
		{
			// if the viewport is taller than it is wide
			XAxisMultiplier = CaptureSize.Y / (float)CaptureSize.X;
			YAxisMultiplier = 1.0f;
		}

		ViewInitOptions.ProjectionMatrix = FReversedZPerspectiveMatrix (
			FOV,
			FOV,
			XAxisMultiplier,
			YAxisMultiplier,
			GNearClippingPlane,
			GNearClippingPlane
			);
	}

	FSceneView* View = new FSceneView(ViewInitOptions);

	View->bIsSceneCapture = true;

	check(SceneCaptureComponent);
	for (auto It = SceneCaptureComponent->HiddenComponents.CreateConstIterator(); It; ++It)
	{
		// If the primitive component was destroyed, the weak pointer will return NULL.
		UPrimitiveComponent* PrimitiveComponent = It->Get();
		if (PrimitiveComponent)
		{
			View->HiddenPrimitives.Add(PrimitiveComponent->ComponentId);
		}
	}

	ViewFamily.Views.Add(View);

	View->StartFinalPostprocessSettings(ViewLocation);
	if (!bCaptureSceneColour)
	{
		View->OverridePostProcessSettings(*PostProcessSettings, PostProcessBlendWeight);
	}
	View->EndFinalPostprocessSettings();

	return FSceneRenderer::CreateSceneRenderer(&ViewFamily, NULL);
}
	virtual void OverridePostProcessSettings(FSceneView& View) override 
	{
		View.OverridePostProcessSettings(PostProcessSettings, PostProcessSettingsWeight);
	}