Part of my game allows players to create new PNGs at runtime. However, I’m not sure how I could automatically assign these PNGs to an image in a user widget after creating them. Would they have to be converted to a UASSET file, or is this possible with just PNGs?
hi @DaddyFarquaad69 ,
I’d suggest using a RenderTargetCanvas so your player will draw something in it and then you can show it in your widget.
The PNG is being ‘generated’ moreso than drawn. I have all of my PNGs being saved to the same folder within the content folder, and I can access their filepath with the ‘Find Files’ node, but I’m not sure where to go from here.
Maybe you can try to use the async task “Download Image” and give it your local png location. It should load the png and return a texture object.
+1
Do you know if the download image node downloads to a certain filepath? Would I have to do file management on the downloaded images?
It downloads the file and converts it to a texture and stores it in memory, it does not save anything to the drive until you store it in a package.
By “store it in a package” do you mean when you package the game for release, or do you mean with a save game object? I’m new to Unreal, so I’m not super familiar with the terminology. Also, I’ve been trying to use a save game object to save the texture2D dynamic image, but when I try to load it I get this error:
LogLinker: Warning: Failed to load '/Engine/Transient': Can't find file.
LogUObjectGlobals: Warning: Failed to find object 'Object /Engine/Transient.Texture2DDynamic_0'
Any idea why this is happening?