Low Entry Plugins

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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 :frowning:

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) ?

Thanks beforehand

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).

What am I doing wrong?

I am unable to perform a “Get” after I perform “Execute Request” , and am unable to set the target for “Was Request Succesful?”.

I would like to send the “Target” of the request for “Was Request Succesful” so I can parse the incoming info.

If someone can point me in the right direction id apprecaite it.

Thanks!!

Well, start by moving this out of the construction script and placing this after a begin play event.

Then, create an event for execute request.

The, move the was request successful blueprint to that event.

How do I extract the HTTP request from here, I cannot access the target from the execute request. Thanks so much for the help.

Drag the “On Complete” pin and create the event, then move the Was Request Successful blueprint to that event.

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Does LE Extended Standard Library have a functionality to get gamepad’s name/model via BP ? (on PC and Android; wired or wireless/bluetooth)

If not, do you think you can add such functionality to LE Extended Standard Library, please ?

Thanks beforehand

I did some research, turns out it isn’t possible, not without engine source changes (which you can’t do with a plugin).

PS, if it would be possible, it would have returned an array of names/models, since multiple devices/gamepads can be connected at the same time.

Please update for 4.15

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).

Thank you for the feedback. :slight_smile:

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.

The ByteDataWriter adds the length of the string as well.

The ByteDataWriter is supposed to be used for creating ‘byte data’, not for converting data into bytes.

‘byte data’ is meant to be read by a ByteDataReader, not by other applications, formats, etc.

How to read Image (Texture2D) to Bytes (PNG) node from Low Entry Extended Standart Library? What format is it?

I have no idea what exactly you’re asking.

What are you trying to achieve? Converting a Texture2D to PNG bytes and then saving it to a file?

I want to analyze texture. Pixel by pixel. Is there way to get such data: “(x,y) = Byte/RGBA/something”?

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))

Yes 64x64 would be very do-able.

If I can find the time for it I’ll add a blueprint to retrieve the pixels (and image width and height) of a given Texture2D.

It would be very useful. Many people are looking for BP possibility. While you doing this I’m gonna decode PNG)