This may be more of an engineering question but i’m looking to read a texture’s color values in a blueprint. I only need to read it once and was hoping it would be as simple as it is in materials, but i can’t seem to find anything in the forums on working with textures in blueprints.
Assuming I could provide some sort of “uvs” to determine the point i want to look at, is this sort of thing possible in blueprints? Or would i need to dig into C++ to add this kind of thing in?
I would like to know how I could enable in blueprint, so that I can use in a blueprint only project. I want to be able to read texture in blueprint, so that blueprint can assign a material to a static mesh object according to the values of the texture pixels. Each pixel would represent data on a map, such as temperature, humidity, precipitation
ect. and then assign materials based on the climate created by the values read from the texture. I can then also pass that to a Procedural Content Graph, to spawn rocks and fawna.
Can a plugin do this if I make my own plugin?
A C++ project would be required to write a function in C++ to expose t oblueprints, and then I would not be able to change the project back to a blueprint only project correct (from my experience)?
So if a plugin would work, I am thinking this may be the only solution?
Other than, convincing epic UE5 devs a convincing enough argument to add it to native blueprint?
Thanks for the resources, checking it out, this is beyond me at this current moment Maybe at some point I can pay someone to create a plugin when it comes time in the project. This helps alot thank you!
@blindminds The second answer was more for the original post, while the one above (this one) is more relevant to you and doesn’t require C++ or anything, you can do it with little-to-no programming knowledge
You don’t need any plugin or anything, all the functionality you’re describing is already in the engine
I wouldn’t mind just reading the height from my RVT that powers the virtual heightmesh. Instead of a line-trace against the underlying landscape, I could exactingly place meshes ON the heightfield-mesh, or better, better-place my characters foot for IK…
I guess so, but not really? I mean, I get that I could create a landscape material using the informational textures, but that’s not exactly what I was hoping for. I want to read those textures to drive parameters in the materials and PCG graphs. Would I need to set the landscape material to the information material, spawn everything, then change the landscape material back? This seems like a clumsy method? Have two landscapes? One for specifically getting location information?