Until UE 5.2.1 I could use the Async Task Download Image blueprint node as a very convenient way to load local image files as textures at runtime by setting the node’s URL input pin to file:/// followed by the URL-encoded path and filename of the image.
But with UE 5.3 this behavior changed: Now neither the “Success” nor the “Fail” execution output pins of the node are ever reached. I tried it on Windows and Linux and even created a new clean project, always with the same result.
The node still works as intended for online images (URL starting with http://) in 5.3 though, so most users probably won’t even notice the change.
Does somebody else use Async Task Download Image for local image files?
Did it stop working for you, too?
Argh, I just posted the same question due to the same issue. I guess I shouldn’t have started with 5.3
I was thinking of learning how to create the function in C++ and while I got as far as getting the block into Blueprints I thought there must be a simpler way.
Spinning through the commits in github it seems like that file was last updated May 19th, before the release of 5.2.1, so maybe its an issue upstream (I don’t really know what I’m looking for though).
Glad you got it working. though I just double-checked and I don’t need to use file:// schema, I’m looping through a folder for specific file types, placing that in an array and loading them into the texture without editing the filenames and this just works. though currently, it’s Windows only, I still need to make the linux and macos versions work for my needs (perhaps I need the schema for them)