Unreal Concepts - Updating Data From a Text File at Runtime ( UE4 )

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  • เผยแพร่เมื่อ 16 ม.ค. 2025

ความคิดเห็น • 50

  • @mFurb988
    @mFurb988 2 ปีที่แล้ว +28

    Thank you for the clear explanation Mathew. For those who are on UE version 4.27.2, the function on line 10 in the .cpp file called "FPaths::GameContentDir()" is deprecated and replaced with "FPaths::ProjectContentDir()".

    • @tommasoriconda8845
      @tommasoriconda8845 2 ปีที่แล้ว +3

      Thank you, was looking exactly at this

    • @crossmr
      @crossmr 2 ปีที่แล้ว +1

      This is also relevant for 4.26 gamecontentdir doesn't work

    • @安柠-l2y
      @安柠-l2y ปีที่แล้ว +4

      Thank you! and for anybody wondering, UE5.0 and 5.1 uses ProjectContentDir() as well, works with mine.

    • @LoganPinney
      @LoganPinney ปีที่แล้ว

      @@安柠-l2y THANKS!

    • @Todstaa
      @Todstaa ปีที่แล้ว

      Hey, thank you for the update. I'm still trying to get this to work. Unfortunately my values don't show up with a change of the .txt :/ They only shortly show up when I use the event "BeginPlay" in Blueprint. Can anyone help me? THank you guys in advance :)

  • @blakemccorkle18
    @blakemccorkle18 5 ปีที่แล้ว +37

    If you use this method (or the 3rd party plugins) you can write strings to an HTML file, and if you follow correct formatting, or append to the file correctly, it will dynamically build a web page from your data in Unreal. (Used in conjuction with the Unreal Web server, it makes a neat, handy little interface that you can control Unreal from your smart phone or anything that can access a web page)
    Thanks for this Mat, sure a lot of people will find this handy!

    • @saish24
      @saish24 4 ปีที่แล้ว +1

      Is there any video to refer to do this with widgets into browser?

    • @mikeholmes3203
      @mikeholmes3203 2 ปีที่แล้ว +2

      tutorial would be awesome

  • @GoatOfTheWoods
    @GoatOfTheWoods 5 ปีที่แล้ว +3

    Liking the UE Concepts you're doing, and welcome back!

  • @getrekt8365
    @getrekt8365 4 ปีที่แล้ว +3

    Man, you have such great videos! Explaining very important things, thank you so much for all your hard work.

  • @michaelvollrath3192
    @michaelvollrath3192 5 ปีที่แล้ว

    Thank you for your wonderful and easy to follow tutorials!

  • @TheoPernel
    @TheoPernel ปีที่แล้ว

    thank you so much your tutorials are awesome

  • @frankybleep2167
    @frankybleep2167 5 ปีที่แล้ว

    Quite a usefull thing to know! And at the apropiate time too o.o I am right now freelancing a visual novel kinda thing, so probably I can make use of this in a proper way. Thankyou very much!

  • @omegablast2002
    @omegablast2002 5 ปีที่แล้ว

    Yea!!! Excellent guide!

  • @Lusiogenic
    @Lusiogenic 5 ปีที่แล้ว

    Awesome stuff!

  • @Hef98
    @Hef98 4 ปีที่แล้ว

    Thanks man that was very helpful

  • @mxmtrsv
    @mxmtrsv 2 ปีที่แล้ว +1

    What is UpdateFromFile Event?

  • @SoyalicSinan
    @SoyalicSinan 5 ปีที่แล้ว

    Welcome back Mathew!

  • @techgnosis3693
    @techgnosis3693 3 ปีที่แล้ว

    Thank you..!!

  • @johnk6598
    @johnk6598 3 ปีที่แล้ว

    So this keeps re-reading the file to detect changes? No way to make it event driven?

  • @theoshen60
    @theoshen60 2 ปีที่แล้ว

    Amazing !Thank you for your sharing Mathew! But is there any possibility that I could use C++ to syncronize the data between an Excel table and Unreal Engine in real time? (Both input and output data from UE to Excel table)

  • @OliverK-XY99
    @OliverK-XY99 3 ปีที่แล้ว

    Can we download this project somewhere?

  • @RodrigoEstape
    @RodrigoEstape 5 ปีที่แล้ว

    And how we can apply the FFileHelper::SaveArrayToFile in C++? To write and load binary files on disk direct from Blueprint?

  • @Motionz.g
    @Motionz.g 5 ปีที่แล้ว +1

    hi bro i already started unreal 2month ago i watched alot of tutorial building game but i'am missing base of concepts and i have found alots of useful playlist within your channel which playlist should i start?

  • @emin86
    @emin86 3 ปีที่แล้ว

    This is great, thanks. Is there a way to execute the packaged game with CMD with a parameter to specify the data.txt file?

  • @tarnumthefrail
    @tarnumthefrail 2 ปีที่แล้ว

    Nice tutorial! Does this work packaging for Linux?

  • @MarkOfArgyll
    @MarkOfArgyll 5 ปีที่แล้ว +1

    Been over two decades since I last had to code anything so please forgive me if this seems a redundant question. Could this be adapted to allow a BP to get just about any type of file from a specific folder? I'm thinking along the lines of being able to have a dedicated folder for different objects/items etc that can be dynamically added without needing to specifically add each one sort of thing.

    • @metamatics.
      @metamatics. 3 ปีที่แล้ว

      Hey did you ever solve this?

  • @EricYi-km9dh
    @EricYi-km9dh ปีที่แล้ว

    Hello, I'm a student from taiwan. I have a question about how to update the cloudpoint data in UE4 at run time. There's a Lidar in my lab, and I'll import the cloud point stored as .txt file with the xyz data into my project in UE. Because when I import the txt file into UE, it will be tranfered to uasset file, If i want to update the cloud point when the txt was updated, I have to right click and reimport the uasset file. , I hope the cloudpoint in UE can update with the change of the .txt automatically when I start Lidar rescan the enviorment and change the data in the txt file. thank you for your helping.

    • @sHootR450
      @sHootR450 ปีที่แล้ว

      Just use the lidar pointcloud plugin and create a gui with a button that calls the reimport LiDAR pointcloud blueprint node

  • @osoiman
    @osoiman 5 ปีที่แล้ว

    Is there an equivalent image import function, for, say, profile images, decals/paint sprays?

  • @burrito9025
    @burrito9025 4 ปีที่แล้ว

    Do you recommend this method for a simple database handled by server in a multiplayer online game?

  • @richardkirkden3121
    @richardkirkden3121 3 ปีที่แล้ว

    Great tutorial, as always! Is there is a way to make this work for a UE4.23 project that has been packaged for HTML5? I could not find a place to put the text file where the packaged project could read it. Perhaps the data have to be in an HTML file instead of a text file, in which case this is the same question as the one asked by George Roboz Recursive Digital.

  • @angrybonobro8711
    @angrybonobro8711 5 ปีที่แล้ว

    Hello, where could i suggest a topic for a video? I would like some videos on the Blend nodes from Material editor (Blend_ColorBurn, Blend_Darken, Blend_Screen, etc)

  • @CultivationPath
    @CultivationPath 3 ปีที่แล้ว

    Hi! i'm having some troubles with the code, it does not recognises my class as valid.
    I have the exact same code, only changing the name "UBPFL_FileIo" to "ReadromText"
    Anyone know why this may be happening?

  • @Rafa_VFX
    @Rafa_VFX 4 ปีที่แล้ว

    Hello! can I change an image externally without having to insert it into the project? This after I made the package in Unreal.
    I imagine using a .txt with the folder location of this image.

    • @NirajMangalvedhekar
      @NirajMangalvedhekar 4 ปีที่แล้ว +1

      Hi, I'm working on a similar thing. Please update me if you find any way out. Also maybe you can look into Cloud database. I'm thinking about that now

    • @MacielDario
      @MacielDario 2 ปีที่แล้ว

      Didnd try yet but you could use a url in the text file. and you change the url to the new image on the web
      download the image from the url and apply it to something.

  • @adam4designss
    @adam4designss 3 ปีที่แล้ว

    how we do it now with json plugin in ue4 ,iam beginner

  • @tikharhelsing1125
    @tikharhelsing1125 5 ปีที่แล้ว

    nice

  • @TheAxebeard
    @TheAxebeard 5 ปีที่แล้ว

    Would it be possible to allow for the import of FBX or OBJ files to be used at run-time? I'd like to make my project as moddable as possible.

    • @gentleWack
      @gentleWack 2 ปีที่แล้ว

      did you manage to resolve the question?

    • @TheAxebeard
      @TheAxebeard ปีที่แล้ว

      @@gentleWack Yeah, I had to use the Rama Victory plugin, but I've been able to import models and textures at runtime in a project. You basically, find the file via Blueprint, then Set Static Mesh etc.

  • @juvusart
    @juvusart 2 ปีที่แล้ว

    What? Unfortunatly we are using c++? :'-( Thanks God, we are using c++! :-)

  • @tadeuariasvillares784
    @tadeuariasvillares784 3 ปีที่แล้ว +3

    What's the reason behind the " Unfortunately, we're using C++."? You work with the UE4 at it's full potential when you use both BP and C++, so, UNFORTUNATELY, you made an UNFORTUNATE comment in your video.

    • @chrisbenton309
      @chrisbenton309 3 ปีที่แล้ว +9

      You're so right! Epic should just delete the whole Blueprint language and force every user to go through arduous c++ training before they're allowed near the tools! That'll be a secret to UE's success, no doubt. Genius!