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These FAQs were drafted with an approved AI-assisted workflow and reviewed by Arm contributors before publication. Human technical review remains part of the process so the final page reflects engineering rigor, accuracy, and Arm editorial standards.

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Do I need a C++ Unreal project to build the plugin?
Yes. The plugin targets Unreal Engine 5.5 and requires a C++ Unreal project so the module compiles through Visual Studio. Open a C++ project before adding the plugin files.
Which play mode should I use for capture, and where do I change it?
Use Standalone Game. Open the menu next to the Play button and select Standalone Game to avoid play-in-editor resizing and preserve expected frame dimensions.
How do I start and stop a capture during gameplay?
Press Play, then press the C key to start capture and the V key to stop capture. Move through the level while recording to gather frames.
Where are the exported datasets saved, and how do I verify the capture finished?
The output directory and capture name come from NGDCExportSettings (DatasetDir and CaptureName). After stopping capture, check that directory for the exported capture folder and files.
How can I adjust capture quality, scaling, or lock the frame rate?
Use NGDCRenderingSettings and NGDCExportSettings. Set UpscalingRatio and SupersamplingRatio for input and output scaling and quality, and set FixedFrameRate to a value greater than 0 to lock the frame rate.

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