(39) 's Extra Blueprint Nodes for You as a Plugin, No C++ Required!

Your question got me thinking, so I fixed the code and made it even more efficient! I am now loading the Texture2D in RGBA format, which is PF_R8G8B8A8.


**My C++ Code, Even More Faster Now!**

Notice how now I am not even storing the const references, **I am plugging directly into the FLinearColor constructor!**



```


UTexture2D* UVictoryBPFunctionLibrary::Victory_LoadTexture2D_FromFile_Pixels(const FString& FullFilePath,EJoyImageFormats ImageFormat,bool& IsValid, int32& Width, int32& Height, TArray<FLinearColor>& OutPixels)
{
	//Clear any previous data
	OutPixels.Empty();
	
	IsValid = false;
	UTexture2D* LoadedT2D = NULL;
	
	IImageWrapperModule& ImageWrapperModule = FModuleManager::LoadModuleChecked<IImageWrapperModule>(FName("ImageWrapper"));
	
	IImageWrapperPtr ImageWrapper = ImageWrapperModule.CreateImageWrapper(GetJoyImageFormat(ImageFormat));
 
	//Load From File
	TArray<uint8> RawFileData;
	if (!FFileHelper::LoadFileToArray(RawFileData, *FullFilePath)) return NULL;
	//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
	  
	//Create T2D!
	if (ImageWrapper.IsValid() && ImageWrapper->SetCompressed(RawFileData.GetData(), RawFileData.Num()))
	{  
		const TArray<uint8>* UncompressedRGBA = NULL;
		if (ImageWrapper->GetRaw(**ERGBFormat::RGBA**, 8, UncompressedRGBA))
		{
			LoadedT2D = UTexture2D::CreateTransient(ImageWrapper->GetWidth(), ImageWrapper->GetHeight(), ****PF_R8G8B8A8****);
			
			//Valid?
			if(!LoadedT2D) return NULL;
			//~~~~~~~~~~~~~~
			
			//Out!
			Width = ImageWrapper->GetWidth();
			Height = ImageWrapper->GetHeight();
			
			const TArray<uint8>& ByteArray = *UncompressedRGBA;
			//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
			
			for(int32 v = 0; v < ByteArray.Num(); v+=4) 
			{ 
				if(!ByteArray.IsValidIndex(v+3)) 
				{ 
					break;
				}   
				     
				**OutPixels.Add(
					FLinearColor(
						ByteArray[v],		//R
						ByteArray[v+1],		//G
						ByteArray[v+2],		//B
						ByteArray[v+3] 		//A
					)
				);**
			}
			//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
			   
			//Copy!
			void* TextureData = LoadedT2D->PlatformData->Mips[0].BulkData.Lock(LOCK_READ_WRITE);
			FMemory::Memcpy(TextureData, UncompressedRGBA->GetData(), UncompressedRGBA->Num());
			LoadedT2D->PlatformData->Mips[0].BulkData.Unlock();

			//Update!
			LoadedT2D->UpdateResource();
		}
	}
	 
	// Success!
	IsValid = true;
	return LoadedT2D;
	
}


```



Load Image From File and Get Pixel Data!

New Node Release Post is here!


**Plugin Download** ( Tiny file, about 0.5 MB )

It's ready now, top-most link, April 17th!

**Latest Download From the UE4 Wiki Site **
https://wiki.unrealengine.com/File:VictoryPlugin.zip

β™₯