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Download and spawn Blueprint at runtime

Hi folks, I'm currently facing a challenge I hope you can help me with: It is possible do download a Blueprint from a webserver and spawn it at runtime?

I have some requirements which impose me to download several blueprints from the web anot not having them pre built-in in the game.

Is that somehow possible?

Thanks in advance for any input guys.

Product Version: UE 4.12
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asked Aug 22 '16 at 11:52 AM in C++ Programming

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Hey Andrea,

It is not possible to download a Blueprint UAsset during run time and use it. You can however create a Blueprint that holds some data in which you can set from something stored on the web.

As an example, you can fetch data from the web and use that to initialize a newly spawned Blueprint.

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answered Aug 22 '16 at 02:45 PM

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ImVawx ♦♦ STAFF
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avatar image AndreaCammarata Aug 23 '16 at 09:47 AM

Thanks for your quick answer Kyle! It is then possible to dynamically change the 3d mesh object of a blueprint? If downloading an entire Blueprint UAsset is not possible, I'm expecting at least to be able to download 3d models from the web that I can plug to some existing Blueprint build-in in the game. Would that be possible?

avatar image ImVawx ♦♦ STAFF Aug 23 '16 at 01:12 PM

You can setup a system where your packaged game is split and then pull the split portions from the web. Think of it as a DLC, where your game is functional but doesn't have all the content installed yet. When the user purchases or unlocks some content, you can download that portion of the game and then they can use it through whatever referencing you wish.

Downloading raw assets (things like TGA, FBX, Wav, etc) and trying to use those in a packaged game will take a considerably effort on your end, as you have to change the way is loading and using these assets.

As a whole, the engine doesn't have any support for dynamically loading non packaged assets and allowing the user to use them.

avatar image AndreaCammarata Aug 24 '16 at 09:12 AM

Kyle, thanks again for your answer and apologize for my late reply.

Didn't thought about DLC as an option, and honestly don't know why since they seems to be the best way to go in this case.

Thanks for your time and for pointining me in the right direction. Really appreciated!

avatar image JellyBeanNL Jul 12 '18 at 08:38 AM

Hi Kyle, I saw your answer and was completely hopeful .

I have been wracking my brains out trying to find how to do one simple thing - and I can't find it on youtue or anywhere in these fora!

I want to know how to save the time-series of a players VR -location to a text, csv. I am new (3 days) on UNREAL after finding that there's no way blender will work as easily or as sharply with the Daydream. I wish to God I had discovered UNREAL a year ago.

eg. time0.000 ,player locx,locy,locz,rotation. time0.001 ,player locx,locy,locz,rotation. time0.002 ,player locx,locy,locz,rotation. time0.003 ,player locx,locy,locz,rotation.

When it saves, it puts it as player ID, game name.

Thank you for pointing me to what do I do at the end of my guess work and first stabs here? HUGELY grateful to you - and anyone that might know the answer.

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