I can help you if you do some research for me, look through Texture.h and Texture2D.h in the source code, and tell me if you see any option to change the filtering to the option you want during runtime.
I am very busy so I need some of research on your end before I can get more involved with actual coding itself
**Research **
Thanks for sharing the additional info, helps me lock onto the faster :)
Texture2D and Texture2DDynamic both derive from UTexture, but that is their common base class, so you can't cast a Texture2DDynamic to Texture2D.
Because if you can do that, you can convert Texture2DDynamic -> Texture2D via a UTexture initialization.
I've looked through the 4.15 Engine source code and Texture2DDynamic is used in only a few places, and there doesn't seem to be a conversion to UTexture2D.
The only use of Texture2DDynamic currently appears to be Download image -> Set Brush From Texture 2D dynamic.
Or it can be used with a Texture Parameter in a material shader.
I've figured out how to get the platform data from Texture2DDynamic
You have to use UTexture base class which returns a pointer to a pointer:
```
/**
* Textures that use the derived data cache must override function and
* provide a pointer to the linked list of platform data.
*/
virtual FTexturePlatformData** GetRunningPlatformData() { return NULL; }
```
For anyone trying at home make sure to dereference the ptr ptr carefully before trying to even think about access the ptr itself!
```
FTexturePlatformData** PtrPtr = T2D->GetRunningPlatformData();
if(!PtrPtr) return false;
FTexturePlatformData* PlatformDataPtr = *PtrPtr; //Check before dereferencing! ā„
//Now check the ptr itself too
if(!PlatformDataPtr)
{
return false;
}
//use the platform data
```
However the is that the platform data for a Texture2DDynamic does not appear to be valid because I guess Texture2DDynamic does not use derived data cache.
**So that means we need to use the FTextureSource itself, I think, to get the byte data.**
But I do not see how to get the byte data from FTextureSource where I will know what the color ordering is to convert to FLinearColor and I am out of to research .
Community Assistance Requested
Anyone want to continue and finish it?
We need a second version of GetPixel data that accepts FTexture2DDyanamic
Iāve uploaded a new build of Victory Plugin that has new nodes in it from 2 community members!
@draquod
Draquod added RemoveFromStreamingLevels to compliment the existing nodes, thanks!
I also added Hide and Unload Streaming level.
Please note you can just set the bool parameters on UStreamingLevelKismet to show/hide and load/unload a streaming level via bShouldBeVisible and bShouldBeLoaded.
You get a UStreamingLevelKismet ptr when you use my Load Level Instance node which is now part of the main UE4 Engine release!
Here's a bunch with comments from :
```
/**
* Inserts child widget into panel widget at given location.
* NOTE: The child widgets "Construct" event will be fired again!
*
* @param Parent - The panel to insert the child into.
* @param Index - Where to insert the new widget.
* @param Content - The child widget to insert.
* @return slot assigned to content.
*/
static class UPanelSlot* **InsertChildAt**(class UWidget* Parent, int32 Index, UWidget* Content);
/** Flushes the current key state for target player controller. */
static void **FlushPressedKeys**(class APlayerController* PlayerController);
/**
* Helper function to calculate vertical FOV from horizontal FOV and aspect ratio.
* Useful to for determining distance from camera fit in-game objects to the width of the screen.
*/
static float **HorizontalFOV**(float VerticalFOV, float AspectRatio);
/**
* Helper function to calculate vertical FOV from horizontal FOV and aspect ratio.
* Useful to for determining distance from camera fit in-game objects to the height of the screen.
*/
static float **VerticalFOV**(float HorizontalFOV, float AspectRatio);
static FVector **GetVectorRelativeLocation**(FVector ParentLocation, FRotator ParentRotation, FVector ChildLocation);
static FVector **GetComponentRelativeLocation**(class USceneComponent* ParentComponent, class USceneComponent* ChildComponent);
static FVector **GetActorRelativeLocation**(class AActor* ParentActor, class AActor* ChildActor);
static FRotator **GetRotatorRelativeRotation**(FRotator ParentRotation, FRotator ChildRotation);
static FRotator **GetComponentRelativeRotation**(class USceneComponent* ParentComponent, class USceneComponent* ChildComponent);
static FRotator **GetActorRelativeRotation**(class AActor* ParentActor, class AActor* ChildActor);
static bool **StringIsEmpty**(const FString& Target);
```
Download Links
4.15 Build (HTML5, win32, win64, editor, dev packaged, and shipping)
Please note I now use the UE4 Marketplace C++ Plugin Standard when packaging Victory plugin for you
So, I just install the UE 4.16. Iām loving it, but I need rebuild my Victory Plugin Plugin to run into UE 4.16. How can I make it ? Somebody it has a tutorial ?
I downloaded the latest version of the plugin and get an error that looks very much like Sarlackās problem. I get an error when packaging to win64, using 4.15.1.
The packaging fails when nativization is enabled for blueprints that use pluginās nodes.
...\epic games\ue_4.15\engine\source\runtime\umg\public\Components/SlateWrapperTypes.h(10): fatal error C1083: Cannot open include file: 'SlateWrapperTypes.generated.h': No such file or directory
looks very similar to Sarlackās problem, which it seems got solved with the latest plugin version.
Thank you very much Your plugin is love, your plugin is life
Iāve got problem. My UE version 15.2, I try latest build which made for UE 15.1. Iāve extracted folder and place it on Engine/Plugins/Runtime I can see it available in the Plugin management and Iāve enabled it but there are no any new blueprint function.
I actually still canāt package with nativization enabled. It errors on the Array_Sort and TEnumAsByte, but Iām not sure if these are related to the victory plugin or not. I am using the Sort function from the Victory plugin.
Hi, Iām having issues installing the plugin. Your installation instructions say to do the following:
However, I feel like is oversimplified because I see posts about installing plugins and they mention compiling C++ code, messing with the .uproject files, and messing with .ini files. The plugin does not appear in the plugins list. Iām using 4.15, if it matters.
**Just drag off from the kismet level instance ptr and set ShouldBeLoaded to false
**
is one of the only parts of the engine that works way, where you can just set a bool that the engine auto checks each tick, rather than having to call a function