Do UE4 blueprints have functionality that allows me to search for a particular folder in the packaged game files (say, somewhere around C:\Users\Anonymous\Desktop\Test\WindowsNoEditor\Engine\Content) to find a targa file that a user places in there? I want to be able to take that targa and use it in a dynamic material instance in the game. In other words, I want to give the user the ability to use their own textures in a material used in my program. Ideally I would want some validators to test if they’re the right aspect ratio, multiple of 2, etc.
That is not possible as the “new material” would not be packaged…
This is not possible this way, sorry.
Bummer. Is there a technical reason for this, or is it simply that Epic has not built this functionality? I can think of dozens of reasons why a developer might find this useful.
Also, don’t modders of Triple AAA games do this? Instead of using the 1024x1024 textures included with the game, they’ll replace them with 4k textures, custom roughness/normal/metallic maps, etc.
The reason is the packaging. In order to keep shipped games at a reasonable size, the content is “compressed” (simplifying here) by replacing pointer references with hardcoded references, etc.
So it would be like changing the content of some file in a zip archive without recompressing the thing.
For what you want, the following would need to occur:
-Unpacking the packaged game, where already reference ambiguities can occur.
-Modifying the assets
-Repackaging
Since packaging is part of the editor functionality, you are not even allowed to include the Epic packaging facility in your project…
Yes, but they are not replacing single textures in an existing package. They create an entirely new version of the package with new assets that is compatible with the old one.
Rama has a node in the Victory Plugin that loads textures from location.
Could you point me to it, Jamendxman3? Nowhere in A new, community-hosted Unreal Engine Wiki - Announcements and Releases - Unreal Engine Forums do I see anything about loading textures post-packaging. Unfortunately, even if he did, his plugin’s aren’t currently working in packaged builds.