Thank you very much. (and sorry for my bad english...) For those, who did not get the "file:///" Version to work: for images from your PC: take the "Import File as Texture 2D"-node instead the download-node (then without the file:///)
@@EliasWick Hey there and thanks for the video :) Since that download does not seem to work for local files anymore, and that Import File as Texture 2D seems to be the replacement, i ran into a weird issue. With the Import File as Texture 2D, i tried to import some pixelart images - so i would need to set that texture i got from this node to Filter Nearest and their group to 2D Pixels unfiltered. BUT... that doesn´t do anything, it seems like, all those texture settings get ignored or have no effect. On the other hand, if i use an older version of UE, where the download node still works for local files, if i then set those settings, then they get respected and the texture becomes pixel perfect and without any filters or blur, just as intended. Any idea, what i might do wrong with that Import File node?
Hey. "Download Image" still works for me. Remember not to have folder names with spaces and to add the image extension in the end. That is what was causing problem for me.
This was super helpful! I'm just starting to explore what Unreal can do, and I was wondering if you know of a way that a player can interact with the plane to change the image during the runtime? I have less than 5 hours in Unreal so I might be missing something obvious, but from the tutorial it looked like you can only change the image link from inside the level editor. How would a player be able to change the link during gameplay?
Welcome to Unreal Engine. Yes, it is possible for the player to change the image themselves. One way to do it would be by creating a UI (UMG Widget), you can then use a textbox to allow the user to write the path to the file. Add a button, and set it so that when the player presses the button, the image will change.
Hello. Thank you for this, it is great and it is very useful for a small learning project I am working on. I have a couple of questions if you don't mind: - In my project I wish to allow the users to add images that will be added to a UI Widget, I see this being achieved with the technique you explain, however my question is, will I need to "Download" the images every time? or is there a way to add them as "assets" or internal files on the shipped project after they have been downloaded? - Is there a way I can indicate a particular folder and then "Download" all the files from that folder? Thank you in advance!
I have been experimenting a bit and have now enough information to help you. It seems like you can't save the actual image once it has been downloaded with ease. You can save it into memory so that the player can reuse the same image over and over again in different places, but once the game is shut down the player needs to re-download the assets again. I tried saving this information into a game slot, but it didn't seem to work. As far as I know, there is no way to save the image into a particular folder either. However, with external plugins this becomes possible. This thread actually showcases the possibility of how to save an image as a file to be reused again: forums.unrealengine.com/t/saving-a-downloaded-image/392019/2
@@EliasWick While you can't save the image as an asset itself, what's stopping you from saving the file path as a string an reloading it automatically next time?
You could turn the entire code into a function with the URL exposed. Run the function with a delay that changes the image every few seconds. To loop it, plug the final function into the first function.
@@gianfrancogarcia1491 You need a plugin to implement a file explorer of a type. Typically these are called: OpenFileDialog. Maybe Unreal Engine 5 has implemented this already, otherwise use a plugin.
Tried this out for 5.3 and some thing is weird for the local files. I can grab from online with the full url but switching lets say "file:///C:/test_photos/test.png" causes it to say it cant load the image.
I have the same issue using 5.1.1 on Windows 11. In the output log I get "request failed, libcurl error: 3 (URL using bad/illegal format or missing URL)" despite trying with images from multiple locations and adjusting the file path formatting
@@EliasWick No worries, I'm going to post on the UE dev forums to see if anyone else is experiencing the error. Regardless, thanks for the video! I didn't know you could pass file paths into the Download Image node
Thank you, great tutorial and straightforward! Do you know if there's a way to import several images from one dropbox folder to be applied on separate planes during runtime? So that if the dropbox is updated, the images would automatically be updated each time the player opens the game. Hope this makes sense. Thanks again!
Yes it is possible to do so, however you would need a dropbox API in order to do such a thing. Dropbox is safeguarded by a login system that needs to first be bypassed then multiple http post and get processes. I suggest looking for an API or implementing one yourself. If you know C++ it shouldn't be to difficult. However, if you have never touched C++, it would probably take months to get it working as you wish.
Hello, is there any way to save the image that comes from the download image in the save game? I tried here, but the texture is dynamic and can't be saved. I wanted to save the byte array so I could save it and build it later, do you understand?
I understand what you are trying to do, unfortunately there is not built in way to do this in Unreal Engine. What you would have to do is to implement the feature using C++ or find a plugin that handles it for you. From this thread I found a pretty resonable C++ solution: forums.unrealengine.com/t/how-to-save-utexture2d-to-png-file/58866/3 Someone mentioned that Rama's Plugin has the capability of loading and saving textures: forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448
Anyone know if this has changed for unreal engine 5.3. I tried to import from a file on my computer but it does not work if I try to save the reference as a texture.
Just tried 1 minute ago, and it worked. Path I used was: file:///D:/YT/LashDown.png. What you might have done is to use the execution pin that doesn't have any text. You should use the "On Success" execution pin from the Download Image node. If you use the execution pin without a text, it simply doesn't have time to load and therefore can't showcase the image. If you can't get it to work, try to use a path that doesn't contain a space to the file you are trying to load: Instead of "file:///D:/You Tube/Lash Down.png" Try: file:///D:/YT/LashDown.png Here is an additional guide I wrote: dev.epicgames.com/community/learning/tutorials/rZwp/unreal-engine-import-images-during-runtime
You need to use C++ or a plugin for that. By default file dialog systems are not implemented in engine to be used. You need to also realize that the file dialog system is different on hardware, which may require a modular approach to how you program that.
I am trying to find some C++ resources for you but is hard lol... You can find some information about the Download Image Async here: docs.unrealengine.com/4.27/en-US/BlueprintAPI/Class/AsyncTaskDownloadImage/DownloadImage/. But I fear that it isn't too much use without the source C++ file and path. I guess searching for it in Visual Studio (or alternative) would help. The Download Image was written in C++, so you should absolutely be able to call it from there.
Thanks man! i want to import my 2d png character with a transparent background into a panel in the engine, will it auto detect its transparency? Like it will only show the character only and not the entire square panel? Hope it makes sense
hey bro idk if you seeing my comment i wanted a little help why i did all the step i want the image to be large so i made the floor 400 x 400 and there is now multiple same image instead of on large image what should i do pls tell
Hey, no worries. You can solve this in a variety of ways. You can either change the UVs on the mesh and make them take up the full UV island. This is done through a modeling software like blender. Or you could alter the material UVs through the Unreal Engine material editor. Simply add a TexChoord node and plug it into the texture parameter in the material editor, and tweak the TexCoord UV values.
@@EliasWick thx it worked!! i just finished almost with my prototype game i will release it today in steam m very happy thx a lot for this little help i need this because for the fake window scenery of city thx a lot i subbed to you
Thank you, @EliasWick, but I wanted to inquire. In the video, it demonstrates displaying just one image. However, what if there are, let's say, 10 materials, all of which are currently blank, and suppose I have 6 images stored in the folder? My goal is to showcase all of these images on those materials. Additionally, whenever I add a new image to the folder, it should update the other remaining blank materials.
@@deepanshjha6353 That you can do quite easily. You create an array of URLs, a loop to get them and attach them to the images in whatever UI you have. You can join my discord and ask questions about it there. I can even post some images to help you out.
How does this look from the players perspective? They're obviously not going to go into unreal and do all that, in order to upload there own image... I'm looking to create a game that involves people adding there own profile picture to be used to show up in a gui type element.
It's online. Easiest way to describe it would be a dating app. Just one image per person is needed. I have a feeling I may need to invest in a server. I was going to go the actual phone app rout but that's over my budget but I was already learning unreal.. Sooo... Yeah, there isn't really a game outside of this. The rest of the mechanics I think I can figure out, it's quite basic compared to figuring out how every user is going to upload an original image, which other players will need to be able to see. Thanks heaps for the help, by the way! Any info is greatly appreciated
It's very complex if it is for online. You have to create custom C++ code to upload the image to the server, then attach it to the user account. Finally update the UI. It's different if you do AWS or Azure. If this is going to be a problem to fix, you'll likely have much more complex problems down the line. Just a heads up.
I've been trying to find out how to do this in a global way. Say I want players to upload their own banner that should show up on potentially hundreds of objects using the same texture, it's just not feasible to do this one object at a time and create a new material for all of them.
You would save that data on the server in a save game object. It should be a reference to a database that stores the actual images. When people join a game, that data will be loaded in. The button that allow you to upload the images, will also handle the "Change texture on all banners" function. You will probably need C++ or a plugin to handle this.
Hello ! Thank you for this video, it really helped me but i got a little problem : In my project i need to try multiple textures on an object, so i added a Text Box where i can enter multiple URLs. The problem is that the new texture appears only on the next start of my scene, while i need it to change instantly.. Thank you in advance !
hi how can i see or stream an emulator like mame to a plane or screen inside my level? something like emuvr or new retro arcade neon.i dont know where to start, its possible? its like a texture 2d? its difficult? thanks sory for my english
I'm not sure how you would stream to a plane. This is mainly for importing images to Unreal. I think you would need some special functionality to do what you desire.
@@EliasWick to a plane cube any surface, a tv... etc for example new retro arcade neon have arcades for example, and yes, i may need something else, thank you
how if i want to open like this api > choose any image >download ,but ijust put the api for the site only ,not like you did when you choose the api for the image,ihope you fllow me in this
@@EliasWick Im hoping to havr the images downloaded and displayed while editing in the editor instead of beginplay. Then expose the URL parameter so that I can copypaste links of images as a quick way to preview textures (to avoid importing and then creating multiple materials manually)
@@EliasWick My goal is to streamline the process of adding preview image into my levels. Currently, I have multiple planes with images that I have imported as textures and turned into materials. I find that this workflow creates too many unnecessary files, but I am not sure how to utilize the Download Image node to achieve this.
Bro I am make a game on multiplayer or battleground game I am a beginner and use TH-cam for learning reference. If you help me in some part of my game where I am understanding, Then I am happy a lot . Waiting for your reply 🥰
@@swarupanandajena8354 All I can find with the time I spent looking is this: docs.unrealengine.com/5.0/en-US/play-a-video-stream-in-unreal-engine/ Best of luck with your project!
Thank you very much. (and sorry for my bad english...) For those, who did not get the "file:///" Version to work: for images from your PC: take the "Import File as Texture 2D"-node instead the download-node (then without the file:///)
@@ChraeckerHeller Thank you for the comment, I'll pin it as the top comment.
@@EliasWick Hey there and thanks for the video :) Since that download does not seem to work for local files anymore, and that Import File as Texture 2D seems to be the replacement, i ran into a weird issue. With the Import File as Texture 2D, i tried to import some pixelart images - so i would need to set that texture i got from this node to Filter Nearest and their group to 2D Pixels unfiltered. BUT... that doesn´t do anything, it seems like, all those texture settings get ignored or have no effect.
On the other hand, if i use an older version of UE, where the download node still works for local files, if i then set those settings, then they get respected and the texture becomes pixel perfect and without any filters or blur, just as intended.
Any idea, what i might do wrong with that Import File node?
Hey. "Download Image" still works for me. Remember not to have folder names with spaces and to add the image extension in the end. That is what was causing problem for me.
Great delivery and great to know that those nodes exist! Keep it up, from a fellow swede :)
Hey, thanks a bunch for the comment! I truly appreciate it!
I found this completely by accident, but I've always wanted to know how to do this! Thanks!
Hey that's really cool! I really appreciate the nice comment!
great stuff - really helped me on a project I'm working on.
Awesome! Glad to be of help! :)
This was super helpful! I'm just starting to explore what Unreal can do, and I was wondering if you know of a way that a player can interact with the plane to change the image during the runtime? I have less than 5 hours in Unreal so I might be missing something obvious, but from the tutorial it looked like you can only change the image link from inside the level editor. How would a player be able to change the link during gameplay?
Welcome to Unreal Engine. Yes, it is possible for the player to change the image themselves. One way to do it would be by creating a UI (UMG Widget), you can then use a textbox to allow the user to write the path to the file. Add a button, and set it so that when the player presses the button, the image will change.
this video is what i really really looking for! thank you!!
@@hong6738 Really glad I could help! :)
Hello. Thank you for this, it is great and it is very useful for a small learning project I am working on. I have a couple of questions if you don't mind:
- In my project I wish to allow the users to add images that will be added to a UI Widget, I see this being achieved with the technique you explain, however my question is, will I need to "Download" the images every time? or is there a way to add them as "assets" or internal files on the shipped project after they have been downloaded?
- Is there a way I can indicate a particular folder and then "Download" all the files from that folder?
Thank you in advance!
Hey! Thank you very much for the nice comment!
I am actually not really sure, but I will do some tests and get back in an hour or so! :)
I have been experimenting a bit and have now enough information to help you.
It seems like you can't save the actual image once it has been downloaded with ease. You can save it into memory so that the player can reuse the same image over and over again in different places, but once the game is shut down the player needs to re-download the assets again. I tried saving this information into a game slot, but it didn't seem to work.
As far as I know, there is no way to save the image into a particular folder either.
However, with external plugins this becomes possible. This thread actually showcases the possibility of how to save an image as a file to be reused again: forums.unrealengine.com/t/saving-a-downloaded-image/392019/2
@@EliasWick While you can't save the image as an asset itself, what's stopping you from saving the file path as a string an reloading it automatically next time?
@@AccentStudio Nothing stops you from doing that. It's actually what you should do if possible, and if you don't require the image to be a .uasset.
hey man, very useful tutorial! could you explain to me how to turn this into different blueprints I can use for different images ? Thank you
You create a new blueprint actor that has an image and the same logic. It's pretty much the same thing, but in a blueprint actor.
Thanks, dude! Really working and fastest way! I saved a lot of time via this! 😃
Glad you enjoyed it!
nice video and very clear!
Is there a way to import a sequence of images instead of only one? a different images per tick? Thanks!
You could turn the entire code into a function with the URL exposed. Run the function with a delay that changes the image every few seconds. To loop it, plug the final function into the first function.
Hi. How do you actually allow your players to browse and select a particular image on their pc? Thank you
@@gianfrancogarcia1491 You need a plugin to implement a file explorer of a type. Typically these are called: OpenFileDialog. Maybe Unreal Engine 5 has implemented this already, otherwise use a plugin.
this is amazing,thanks for that, i love ai generated world import
Oh that gave me an idea! Cool! :)
Tried this out for 5.3 and some thing is weird for the local files. I can grab from online with the full url but switching lets say "file:///C:/test_photos/test.png" causes it to say it cant load the image.
Are you on a Mac or Windows PC?
I have the same issue using 5.1.1 on Windows 11. In the output log I get "request failed, libcurl error: 3 (URL using bad/illegal format or missing URL)" despite trying with images from multiple locations and adjusting the file path formatting
I don't use windows 11, so I am sorry that I can't test it out.
@@EliasWick No worries, I'm going to post on the UE dev forums to see if anyone else is experiencing the error. Regardless, thanks for the video! I didn't know you could pass file paths into the Download Image node
windows 10 running 5.3 @@EliasWick LogHttp: Warning: ProcessRequest failed. URL 'file:///C:/test_photos/test.png' is not a valid HTTP request.
LogHttp: Warning: 000004C6B6149B00: request failed, libcurl error: 0 (No error)
Thank you, great tutorial and straightforward! Do you know if there's a way to import several images from one dropbox folder to be applied on separate planes during runtime? So that if the dropbox is updated, the images would automatically be updated each time the player opens the game. Hope this makes sense. Thanks again!
Yes it is possible to do so, however you would need a dropbox API in order to do such a thing. Dropbox is safeguarded by a login system that needs to first be bypassed then multiple http post and get processes. I suggest looking for an API or implementing one yourself. If you know C++ it shouldn't be to difficult. However, if you have never touched C++, it would probably take months to get it working as you wish.
@@EliasWick Thank you so much! Will look into it
Hello, is there any way to save the image that comes from the download image in the save game? I tried here, but the texture is dynamic and can't be saved. I wanted to save the byte array so I could save it and build it later, do you understand?
I understand what you are trying to do, unfortunately there is not built in way to do this in Unreal Engine. What you would have to do is to implement the feature using C++ or find a plugin that handles it for you.
From this thread I found a pretty resonable C++ solution: forums.unrealengine.com/t/how-to-save-utexture2d-to-png-file/58866/3
Someone mentioned that Rama's Plugin has the capability of loading and saving textures: forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448
Thank you for your help
Anyone know if this has changed for unreal engine 5.3. I tried to import from a file on my computer but it does not work if I try to save the reference as a texture.
Just tried 1 minute ago, and it worked. Path I used was: file:///D:/YT/LashDown.png. What you might have done is to use the execution pin that doesn't have any text. You should use the "On Success" execution pin from the Download Image node. If you use the execution pin without a text, it simply doesn't have time to load and therefore can't showcase the image.
If you can't get it to work, try to use a path that doesn't contain a space to the file you are trying to load:
Instead of "file:///D:/You Tube/Lash Down.png"
Try: file:///D:/YT/LashDown.png
Here is an additional guide I wrote: dev.epicgames.com/community/learning/tutorials/rZwp/unreal-engine-import-images-during-runtime
What if we replace the image with the same link or website
@@Unreal_BHAI You can do so, it should work.
how i used open-file dialog plugin >choose image> and replace it with the material,how i can get the texture data to send it to static mesh
You need to use C++ or a plugin for that. By default file dialog systems are not implemented in engine to be used. You need to also realize that the file dialog system is different on hardware, which may require a modular approach to how you program that.
Hi, is there a way to do it from C++? I'm trying to create some C++ classes and then import them into the map
by loading dynamic meshes from API calls
I am trying to find some C++ resources for you but is hard lol... You can find some information about the Download Image Async here: docs.unrealengine.com/4.27/en-US/BlueprintAPI/Class/AsyncTaskDownloadImage/DownloadImage/. But I fear that it isn't too much use without the source C++ file and path. I guess searching for it in Visual Studio (or alternative) would help.
The Download Image was written in C++, so you should absolutely be able to call it from there.
Thanks man! i want to import my 2d png character with a transparent background into a panel in the engine, will it auto detect its transparency? Like it will only show the character only and not the entire square panel? Hope it makes sense
You can setup the material so that it uses the alpha from the image. If it is confusing, let me know and I can help more :)
Hey! Is there a way to do this on multiple objects?
Do you mean the same image across multiple objects, or multiple meshes with just the same image?
hey bro idk if you seeing my comment i wanted a little help why i did all the step i want the image to be large so i made the floor 400 x 400 and there is now multiple same image instead of on large image what should i do pls tell
Hey, no worries. You can solve this in a variety of ways. You can either change the UVs on the mesh and make them take up the full UV island. This is done through a modeling software like blender.
Or you could alter the material UVs through the Unreal Engine material editor. Simply add a TexChoord node and plug it into the texture parameter in the material editor, and tweak the TexCoord UV values.
@@EliasWick thx it worked!! i just finished almost with my prototype game i will release it today in steam m very happy thx a lot for this little help i need this because for the fake window scenery of city thx a lot i subbed to you
@@RNMC69 Hey! No worries, I am glad you got it working!
Feel free to share the link to your game here and I'll be happy to take a closer look! :)
Thats great, do you have a research paper on this ? If yes can you please give it to me ?
I do not, sorry. There are some information in the C++ source code or in the included documentation.
Thank you, @EliasWick, but I wanted to inquire.
In the video, it demonstrates displaying just one image.
However, what if there are, let's say, 10 materials, all of which are currently blank, and suppose I have 6 images stored in the folder? My goal is to showcase all of these images on those materials. Additionally, whenever I add a new image to the folder, it should update the other remaining blank materials.
@@deepanshjha6353 That you can do quite easily. You create an array of URLs, a loop to get them and attach them to the images in whatever UI you have.
You can join my discord and ask questions about it there. I can even post some images to help you out.
Can I get ur discord Id ? It's not reflecting on ur description.
@@deepanshjha6353 You can find my social media here: elias-wick.com/contact
Hi, I have a Web service that returns a json with an image as a base64 string, how can I decode this to a texture?
You would likely need C++ or a plugin for this. I can't help you with this unfortunately.
Thank you for replying
How does this look from the players perspective? They're obviously not going to go into unreal and do all that, in order to upload there own image...
I'm looking to create a game that involves people adding there own profile picture to be used to show up in a gui type element.
Sure, is it for online multiplayer or for singleplayer? Workflow changes completely based on that information.
It's online. Easiest way to describe it would be a dating app. Just one image per person is needed. I have a feeling I may need to invest in a server. I was going to go the actual phone app rout but that's over my budget but I was already learning unreal.. Sooo... Yeah, there isn't really a game outside of this.
The rest of the mechanics I think I can figure out, it's quite basic compared to figuring out how every user is going to upload an original image, which other players will need to be able to see.
Thanks heaps for the help, by the way! Any info is greatly appreciated
It's very complex if it is for online. You have to create custom C++ code to upload the image to the server, then attach it to the user account. Finally update the UI. It's different if you do AWS or Azure.
If this is going to be a problem to fix, you'll likely have much more complex problems down the line. Just a heads up.
@@EliasWick Ok, thanks heaps. I'll see if I can handle it... Maybe find some friends who are better at code than me! haha
@@JesusOfTheJungle Haha yeah, sounds like a plan!
I've been trying to find out how to do this in a global way. Say I want players to upload their own banner that should show up on potentially hundreds of objects using the same texture, it's just not feasible to do this one object at a time and create a new material for all of them.
You would save that data on the server in a save game object. It should be a reference to a database that stores the actual images.
When people join a game, that data will be loaded in.
The button that allow you to upload the images, will also handle the "Change texture on all banners" function.
You will probably need C++ or a plugin to handle this.
@@EliasWick Thank you for the insight and the response. I'll look into this.
Hello ! Thank you for this video, it really helped me but i got a little problem :
In my project i need to try multiple textures on an object, so i added a Text Box where i can enter multiple URLs. The problem is that the new texture appears only on the next start of my scene, while i need it to change instantly..
Thank you in advance !
I see, are you using the Begin Play node?
@@EliasWick No, a button that is like a "Enter" to confirm the URL in the text box
Hey, did you figure it out? I can help you if you want.
If you are using a text field, you can use the event text commit to apply changes.
@@EliasWick Not figured it out yet :/
I'm not sure to understand your way of doing, where can I send you screenshots ?
@@AGD3D you can send screenshots here: contact@elias-wick.com
Can you help me on how to do it with a file dialog instead an of an internet link?
You need to get a plugin to get this to work. Something that allow you to open a file dialog.
how ican save the imge so when we restart not need to upload agine,sorry am biggner ,thankyou
You need a way to save it. You can use a variety of solutions, one would be to save it in a save game object and load it on startup.
8:30 doesn't work for me, displayed default texture, (correct url)
Is it a web URL or a file URL?
@@EliasWick File on my windows disc file:///C:/o.jpg
@@EliasWick File url file:///C:/o.jpg
hi how can i see or stream an emulator like mame to a plane or screen inside my level? something like emuvr or new retro arcade neon.i dont know where to start, its possible? its like a texture 2d? its difficult? thanks sory for my english
I'm not sure how you would stream to a plane. This is mainly for importing images to Unreal. I think you would need some special functionality to do what you desire.
@@EliasWick to a plane cube any surface, a tv... etc for example new retro arcade neon have arcades for example, and yes, i may need something else, thank you
how if i want to open like this api > choose any image >download ,but ijust put the api for the site only ,not like you did when you choose the api for the image,ihope you fllow me in this
You will probably require http calls with C++ or a plugin to do this.
can you send me any tutorial for that thank you @@EliasWick
@@adam4designss There are none as far as I know. I suggest you hire someone as it is somewhat complex.
STARTUP= NO MONEY HHHHHHHHHHHHHHHHHH@@EliasWick
@@adam4designss I get you!
Still dont understand how the player can upload the images
@@miguelvd Find a plugin that helps you open a file explorer from the engine and use that path.
how ro display images in image view sliders from admin panel?
Could you be more specific? :)
It is possible to do that on a Image from a User interface?
Yes, just do it with an Image in the UI.
@@EliasWick Yes but, the result of the node dowload image its not compatible with a 2D texture when I try to set the brush texture image :(
@@brendamesa2945 You have to change the material domain to be UI as well.
@@EliasWick I've already done it, but the image component is not compatible with the same structure
@@brendamesa2945 You can join my channel on discord and send me screenshots of what you have tried. I'll help you out from my end :)
Is there a way to do the exact thing but in editor instead of runtime?
I am not 100% sure of what you mean. But my gut feeling says yes. Could you elaborate further?
@@EliasWick Im hoping to havr the images downloaded and displayed while editing in the editor instead of beginplay. Then expose the URL parameter so that I can copypaste links of images as a quick way to preview textures (to avoid importing and then creating multiple materials manually)
@@EliasWick Do you know if this is possible? thanks in advance
@@StarbucksBob That can surely be done. Do you have an example of how you would want to do so?
@@EliasWick My goal is to streamline the process of adding preview image into my levels. Currently, I have multiple planes with images that I have imported as textures and turned into materials. I find that this workflow creates too many unnecessary files, but I am not sure how to utilize the Download Image node to achieve this.
Can gou change the link during runtime?
Yes, but you would need to reload the texture when that happens.
Can you please make a video as same for playing a video
Or please help me to make this
You can't do the same for video as far as I know. I suggest you will have to look for plugins.
Thanks brother ❤
Bro I am make a game on multiplayer or battleground game
I am a beginner and use TH-cam for learning reference.
If you help me in some part of my game where I am understanding,
Then I am happy a lot .
Waiting for your reply
🥰
@@swarupanandajena8354 All I can find with the time I spent looking is this: docs.unrealengine.com/5.0/en-US/play-a-video-stream-in-unreal-engine/
Best of luck with your project!
Is it possible to import Animation during runtime?
Yes, probably but you would need C++ code implementation for that. Perhaps there is a plugin that will work.
@@EliasWick Can you tell me which plugin?
@@hasstv9393 it was a hypothetical, I am not sure if there is one.
@@EliasWick Can't find this! Can you give me the link sir?
@@hasstv9393 Okey, if you can't find it, it probably doesn't exist. You would have to write your own code to make it work.
My file is:
file:///C:/Users/Ege/Desktop/test.jpg
And it’s not working please help!
Did you solve it?