x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

How to store a bitmap as a texture from android

Hello guys,

I was trying to achieve the following -

Open the android gallery and save the image picked as a texture for the project.

I am a learner with C++, well programming in general, but I am able to achieve opening the gallery in android through content provider. Now, what I want is to save that image in unreal as a texture. I cannot achieve that, here is the android part of the code that I added.

  public void AndroidThunkJava_OpenGallery()
     {
     Intent galleryIntent = new Intent(Intent.ACTION_PICK,  android.provider.MediaStore.Images.Media.EXTERNAL_CONTENT_URI);
     startActivityForResult(galleryIntent, RESULT_LOAD_IMG);
     }

And the onActivityResult part -

     try { 
                 // When an Image is picked
                 if (requestCode == RESULT_LOAD_IMG && resultCode == RESULT_OK && null != data) {
                     // Get the Image from data
                     Uri selectedImage = data.getData();
                     String[] filePathColumn = { MediaStore.Images.Media.DATA };
      
                     // Get the cursor
                     Cursor cursor = getContentResolver().query(selectedImage, filePathColumn, null, null, null);
                     // Move to first row
                     cursor.moveToFirst();
      
                     int columnIndex = cursor.getColumnIndex(filePathColumn[0]);
                     imgDecodableString = cursor.getString(columnIndex);
                     cursor.close();
                     Bitmap bitmap=BitmapFactory.decodeStream(getContentResolver().openInputStream(selectedImage));
      
                 } else {
                     Toast.makeText(this, "You haven't picked Image",
                             Toast.LENGTH_LONG).show();
                 }
             } catch (Exception e) {
                 Toast.makeText(this, "Something went wrong", Toast.LENGTH_LONG)
                         .show();
             }

This is how I'm calling from C++ (Generic call like in AndroidJNI), I'm sure here is where I am supposed to store it in a UTexture2D type variable but I don't know how

 FJavaWrapper::CallVoidMethod(Env, FJavaWrapper::GameActivityThis, FJavaWrapper::AndroidThunkJava_OpenGallery);

And then implementing this so that I can use it in blueprints. So, can someone help me ?

Product Version: UE 4.14
Tags:
more ▼

asked Nov 20 '16 at 10:11 AM in C++ Programming

avatar image

SHOBBIT
650 13 13 28

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Have you tried to use images in power of two format?

more ▼

answered Feb 15 '17 at 06:42 PM

avatar image

mngpssn
382 21 15 23

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question