Hi
I’m trying to get access to the image data of my UTextures. I see that the ExportToDisk blueprint function handles writing to disk without too much of a performance hit.
I’ve attempted other ways to get access to the data but they haven’t been as efficient.
The data that ExportToDisk is exactly what i want EXCEPT for the fact it writes to disk, the moment before it does is the data i want. ExportToDisk seems to use the ImageWriteQueue module to handle the export process but the function i would need to call is an override final and therefore i cant edit this.
I’ve tried to copy the contents of the ImageWriteTask.h and cpp file (minus the structs at the bottom) but i get a inconsistent linkage error.
removing the IMAGEWRITEQUEUE_API macro fixes this but then throws a linking error
How would i go about this as the code from within the module is everything i need, i just needed to be able to override the RunTask() function to then remove the save to disk part of the code. The idea was to copy the code and edit what i needed, then copy ExportToDisk code and edit it to use my edited ImageWriteQueue class.
Thanks
