Anchor Games - Runtime File Importer

Runtime File Importer lets your players bring their own files into your game, and lets your game save files back out, without the editor and without writing a line of C++. Pick a file with a native file dialog, drop it onto the game window, or download it from a URL, and turn it into a real Unreal asset in one node: a Sound Wave, a Static or Skeletal Mesh with its animations, a Texture, a playing video, a Data Table, a Font or a formatted document.

Everything is exposed to Blueprints through one Game Instance Subsystem. Every node that reads files, downloads or does heavy work comes in two versions: a simple synchronous node, and an Async node with On Progress, On Success and On Failure outputs that runs in the background, so your game never freezes on a large file.

Documentation (every node with its pins, like the Unreal Engine docs): Documentation

Discord Server: Anchor Games Discord Server
Youtube Channel: Anchor Games Youtube Channel
LinkedIn: Anchor Games Linkedin 
Support and Custom Projects: anchorgames2@gmail.com

AUDIO

  • Import MP3, WAV, FLAC, OGG Vorbis, OGG Opus, AIFF and raw PCM into a playable Sound Wave.

  • Export any sound to WAV, OGG Vorbis, FLAC or raw PCM, or convert audio files directly.

  • Playback control: volume, pitch, looping, pause, rewind, playback time and percentage, live amplitude.

  • Read duration, format and metadata (title, artist, album, ...), and get waveform data to draw audio visualizers.

  • Streaming Sound Waves: append audio while it plays.

  • Microphone capture: list input devices and record the player's microphone into a Sound Wave.

  • Sound settings as Blueprint variables: attenuation, concurrency, submix, source effects and more.

3D MODELS, SKELETONS & ANIMATION

  • Import FBX, OBJ, glTF, GLB, STL, PLY, USD (USD, USDA, USDC), USDZ, Alembic and Collada.

  • Static meshes and skeletal meshes with materials, textures, vertex colors, multiple UV channels, skeletons, skin weights, morph targets, animations and collision / physics assets.

  • Spawn the result as a Runtime Mesh Actor in one node and play its animations.

  • Export any Static Mesh, Skeletal Mesh, Animation, Physics Asset or whole Actor to FBX, OBJ, glTF, GLB, STL, PLY, USDA, USDZ, Alembic or Collada, or convert between file formats.

  • Convert between Static Mesh and Skeletal Mesh, bake a posed Skeletal Mesh Component to a Static Mesh, create physics assets.

  • Edit meshes at runtime: materials and material slots, sections, shadows, LOD settings, sockets, bounds, simple and complex collision (box, sphere, capsule, convex) and Nanite.

  • Mesh Description nodes for vertex-level editing: positions, normals, UVs, colors, transforms, generated UVs, recomputed normals and tangents.

  • Inspect any mesh, skeleton, animation or physics asset: triangle and vertex counts, bones, sockets, curves, notifies and more.

IMAGES & TEXTURES

  • Import PNG, JPEG, BMP, TGA, EXR, HDR, TIFF, ICO, ICNS and GIF as Texture 2D, Texture Cube or Render Target.

  • Export textures and render targets to PNG, JPEG, BMP, TGA, EXR, HDR or GIF.

  • A full image editing toolkit on the Runtime Image object: resize, crop, rotate, flip, blur, sharpen, color adjustments, grayscale, invert, channel swizzle, draw images onto images, make a color transparent, generate normal maps and more.

  • Change texture settings at runtime: filtering, address mode, sRGB, compression, LOD bias and group, mipmaps.

  • Create a ready-to-use material from any texture.

VIDEO

  • Play MP4, MOV, AVI, MKV, WebM, WMV, GIF, MPEG-TS and MPEG files or URLs into a texture, with sound.

  • Play, pause, stop, seek, loop, playback rate, volume, track selection, playback time and progress.

  • Capture single frames, thumbnails, or extract every frame as images.

  • Record the game screen, or any texture, render target or video, to MP4 or AVI, including the game's sound.

  • Export image frames to MP4, AVI, GIF or an image sequence, or convert video files.

TEXT, DATA & LOCALIZATION

  • Read and write text in any encoding (UTF-8, UTF-16 and more), with automatic encoding detection.

  • Runtime Data object: one Blueprint-friendly way to read, edit and write JSON, XML, CSV, TSV, INI and YAML, and to read Excel (XLSX) and OpenDocument (ODS) spreadsheets.

  • Import Data Tables at runtime from CSV, JSON, TSV, XML, INI, Excel or OpenDocument (great for moddable game data), and export them back.

  • Import String Tables from CSV, spreadsheets or JSON for runtime localization and mod text.

  • Subtitles: import, export and convert SRT, WebVTT and ■■■/SSA, find the subtitle at any time, shift timings.

  • Regex match, find and replace, Base64, line endings, markup to plain text.

DOCUMENTS

  • Open Word (DOCX), OpenDocument Text (ODT), PDF (text), HTML, Markdown, RTF and plain text documents.

  • Runtime Document Viewer: a UMG widget that shows formatted documents with pages, scrolling, fonts and colors. Drop it into any widget Blueprint.

  • Google Docs, Sheets, Slides, Google Drive and Dropbox share links are turned into download links automatically.

FILES, DIALOGS, DRAG & DROP, DOWNLOADS

  • Native Windows Open File, Save File and Open Folder dialogs, with filters by file type.

  • Runtime File Drop Zone: a UMG widget that accepts files dragged from Windows Explorer onto the game window.

  • Download any file over HTTP or HTTPS with progress.

  • Load and save raw bytes, read file info, detect a file's type from its contents.

ARCHIVES & FONTS

  • List, read, extract and create ZIP archives (including ZIP64), from files or from memory. Compress and decompress bytes with GZip, Zlib or raw Deflate.

  • Load TTF, OTF, TTC and WOFF fonts at runtime and use them in UMG and Slate.

BUILT FOR GAMES

  • Works in packaged games (Development and Shipping), not just in the editor.

  • Blueprint-first: 585 nodes, including 135 async nodes and 23 events, all reachable from the Runtime File Importer Subsystem. Full C++ access too.

  • Clear error messages on every node, so you can show the player what went wrong.

  • No external programs or DLLs to install: everything the plugin needs is compiled into it.

Features

  • Runtime import and export of audio, 3D models (static, skeletal, animations, physics), images and textures, video, text, data, data tables, string tables, subtitles, documents, ZIP archives and fonts

  • 585 Blueprint nodes (299 functions, 128 pure, 135 async with progress, 23 events), sync and async versions of every I/O node

  • 88 C++ Classes (UCLASS: 1 subsystem, 9 runtime objects/actors/widgets, 1 streaming sound wave, 77 async action classes)

  • 47 structs and 41 enums Content: 6 materials and 2 textures used for imported meshes

  • Network Replicated: No

  • Game Instance Subsystem API plus Blueprint-friendly objects: Runtime Sound Wave, Runtime Mesh, Runtime Mesh Actor, Runtime Mesh Description, Runtime Image, Runtime Video, Runtime Data, Runtime Document

  • UMG widgets: Runtime Document Viewer, Runtime File Drop Zone

  • Native file dialogs, drag and drop from Explorer, HTTP/HTTPS downloads with progress, cloud share-link support

  • Supported Engine Versions: 5.0-5.8