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Hey, I’m currently using 3 of your plugins and they are great, so thanks for that. But I am having trouble with one node in your LE Extended Standard Library.
It works fine on desktop and android, but not on HTML5. I’m not sure if you offer support for this platform but I’d figured I’d ask.
The node that isn’t working on HTML5 is ImageToBytes (TextureRenderTarget2D), but I expect the actual issue could be with your PixelsToBytes function.
I’ve made a test project to show the issue, as below:
I’m using 4.18.3, it’s a source version, but only so I could package the HTML5 version with your plugin. No changes have been made to the code.
- I’ve got a spectator pawn blueprint, which has a SceneCaptureComponent2D component. I add the following function:
- I add a widget blueprint which has a button to grab a screenshot and then the display the screenshot. It calls the GetSaveScreenshot on the pawn, which returns the bytes etc.
- Here is the result on desktop, working as expected:
**- And then on HTML5, the image is corrupted:
**Now, I’ve determined that the issue is not with the BytesToImage node (or at least not solely). The menu on the left reads a Base64 string I pre-generated as bytes, and it works. Albeit with the R and B channels reversed, but I believe that is an issue on Epic’s side (since it affects their Download Image node in HTML5 too). Maybe it is exasperating the problem though. I’ve include a link to a HTML5 packaged version you can try, and also uploaded the project files (it should open in 4.18.3 binary).
(Just so you know why I even need to do this, the above is a simple version, but I am storing save game thumbnails as blobs in a SQL database, using your nodes to do the conversion. And we will be targeting HTML5).
Would you have any idea where I should be looking to try fix this?
Project files (~1MB):
https://www.dropbox.com/s/msjbsxyjh9…dTest.zip?dl=1
Packaged HTML5 (~33mb):
https://www.dropbox.com/s/xgct0wpzcn…HTML5.zip?dl=1