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.
+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?
