I am messing with (actor reference) arrays and oh gosh, it’s voodoo when it comes to sorting those arrays, counting same items, etc. I don’t see on the screenshots of the nodes on the Marketplace if LE Standard extended lib has those functionalities for the arrays
Do you think you could add a nodes that sort actor/class arrays and also node that returns actor and count (like if array has 10 of actors A, node would return that actor reference and int count; or something like that) ?
The sorting can be done with the Sort Objects blueprint (you’ll have to make a function then that will compare the two Objects, see the mouse-over documentation for more info).
The counting thing can be done with a for-loop, this is something you can already do in blueprint (it’s too specific to have its own C++ blueprint, so you’ll have to just make a function for this in the blueprint editor yourself).
Updates have already been made and send to Epic, they will publish the updates to the marketplace as soon as possible (usually it takes several days during a new engine version release).
Serializing JSON to file has some invalid characters
I just mailed to support email, but I guess I might try here as well, perhaps someone else had same issues.
The resulting file (test.txt (58.3 KB)) contains some strange characters at the beginning which makes it invalid JSON and impossible to read anywhere else. I haven’t tried reading it through the plugin yet, but since I need to read it with NodeJS as well then this bothers me too.
Perhaps I am using it a wrong way, but I haven’t found any screenshots showing both plugins in action.
I am on Windows 10 x64, Unreal Engine 4.15 (official)
SOLVED
This should be really documented some where since there are obviously multiple ways how to approach such simple operation. I used following approach and it works correctly now.
Well, with C++ you can do that, this blueprint however is just meant to convert a Texture2D to PNG, it is not meant to be used in image processing/analyzing.
I don’t think it would be wise to do image processing/analyzing in blueprint though, because that’s a lot of pixels you’ll be scanning through, and since blueprint adds a bit of overhead on every blueprint, that will add a lot of overhead in total.
Anyway, what image processing/analyzing did you have in mind?
it’s just for 64*64 image analysis. I’m sure it will be very fast process compare to usual thing I make with BP)) And you can always use tick(frames) node wich allows you to smudge calculation))