Hi, I’ve implemented a ‘photo mode’ that will take a screenshot and save it to a folder in the project right now, but I wanted to get a way to display that photo in the game. I was following this tutorial: https://www.youtube.com/watch?v=3RDFEKDHRAk
And while it works perfectly with URLs to images, I couldn’t get the file path to work. Because the screenshots are saved by default to a specific path and named 0.png, 1.png, 2.png, etc… I thought it wouldn’t be too difficult to pull the images and display them in game, but it’s proving to be harder than I expected.
Does anyone have advice on how to get these images to display in game? I don’t even necessarily need the screenshot pngs if I can just get the images to be visible in game.
For the end goal I’d like to have a widget whose image can update dynamically in-game, but it doesn’t seem like I can set the image of a widget, as the variable is not set to public and can’t be edited.
Hi, sorry for the late response. They’re not premade URLs, which is the issue; I’m trying to get the file directly from whatever machine is running the project. According to the tutorial I linked, you can use the direct file path to display the image, but when I tried using my file path it failed. It’s just a normal file path, i.e. C:.…\WindowsEditor, and the images are named 0.png, 1.png, so forth so on, and are screenshots taken during runtime.
The file name is quite a bit longer than that, but I pasted it as shown in the tutorial video and it didn’t work. Ideally, I’d like to switch the image displayed in a widget to show this screenshot instead.
Ideally that would’ve worked better, however the game is based around taking pictures in-game. I suppose one way to work around that would be to store a bunch of png images beforehand and override them with the screenshots? However that would put a limit on the number of pictures the player could take.
There is a node “Import File as Texture 2D” that takes a file path and outputs a texture object that you can plug into the Image with “Make Brush From Texture”.
for the screenshots you take in session the reliable chain is import file as texture 2d with the saved png path, then make brush from texture straight into the widget image, no url and no download image node needed since those expect web addresses. keep the path at capture time in a string array so you always know the newest shot without guessing the file name. for arbitrary pictures from the players pc the missing piece is selection, hardcoded paths break on any other machine. you can also try Async Runtime File Dialog, a native file picker plugin for Unreal Engine that opens an image filtered open dialog from blueprint and gives you a path that feeds directly into that import node: Async Runtime File Dialog — Native OS File Picker for Blueprints | Fab