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How to save a procedurally generated texture?

Hello, I want to generate procedurally within the editor a UTexture2D and store it in permanentely in the assets. I use the following code for this:

     FString PackageName = TEXT("/Game/");
     PackageName += TextureName;
     UPackage* Package = CreatePackage(NULL, *PackageName);
     UTexture2D* NewTexture = NewObject<UTexture2D>(Package, *TextureName, EObjectFlags::RF_Public | EObjectFlags::RF_Standalone);
     NewTexture->PlatformData = new FTexturePlatformData();
     NewTexture->PlatformData->SizeX = TextureWidth;
     NewTexture->PlatformData->SizeY = TextureHeight;
     NewTexture->PlatformData->PixelFormat = EPixelFormat::PF_B8G8R8A8;
     if (NewTexture != NULL)
         //Initializing texture
         GWarn->StatusUpdate(1, 3, LOCTEXT("Generating texture", "Generating texture"));
         TArray<float> FloatMap = Module->GetPlaneNoiseMap(TextureWidth, TextureHeight, 0, 1, 0, 1, bTileable);
         GWarn->StatusUpdate(2, 3, LOCTEXT("Generating texture", "Generating texture"));
         NewTexture->Filter = TextureFilter::TF_Default;
         // Allocate first mipmap.
         int32 NumBlocksX = TextureWidth / GPixelFormats[EPixelFormat::PF_B8G8R8A8].BlockSizeX;
         int32 NumBlocksY = TextureHeight / GPixelFormats[EPixelFormat::PF_B8G8R8A8].BlockSizeY;
         FTexture2DMipMap* Mip = new(NewTexture->PlatformData->Mips) FTexture2DMipMap();
         Mip->SizeX = TextureWidth;
         Mip->SizeY = TextureHeight;
         // Lock the texture so it can be modified
         Mip->BulkData.Realloc(NumBlocksX * NumBlocksY * GPixelFormats[EPixelFormat::PF_B8G8R8A8].BlockBytes);
         // Relock to write data
         uint8* MipData = static_cast<uint8*>(Mip->BulkData.Lock(LOCK_READ_WRITE));
         // Create base mip from the pixel color array
         for (int32 y = 0; y < NewTexture->PlatformData->Mips[0].SizeY; y++)
             for (int32 x = 0; x < NewTexture->PlatformData->Mips[0].SizeX; x++)
                 int32 curPixelIndex = ((y * NewTexture->PlatformData->Mips[0].SizeX) + x);
                 FColor Color = ColorGradient->GetColor(FloatMap[curPixelIndex]);
                 MipData[4 * curPixelIndex] = Color.B;
                 MipData[4 * curPixelIndex + 1] = Color.G;
                 MipData[4 * curPixelIndex + 2] = Color.R;
                 MipData[4 * curPixelIndex + 3] = Color.A;
         // Unlock the texture
         // Save Asset;
         FString PackageFileName = FPackageName::LongPackageNameToFilename(PackageName, FPackageName::GetAssetPackageExtension());
         bool bSaved = UPackage::SavePackage(Package, NewTexture, EObjectFlags::RF_Public | EObjectFlags::RF_Standalone, *PackageFileName, GError, nullptr, true, true, SAVE_NoError);

When running it, I see the texture in the assets in the editor, I can open it and it seems to work well (no error message in the log output).

However, when I restart the editor, the texture is totally black and I have the following message in the output log:

 LogTexture: Error: Texture2D /Game/T_Texture_D.T_Texture_D is unknown which is not supported.

How can I solve this?

Product Version: UE 4.18
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asked Nov 13 '17 at 10:02 PM in C++ Programming

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1 answer: sort voted first

I've solved my problem. Indeed PlatformData is not saved by SavePackage, so it disappears when reloading the editor. To overcome this I have added the following line before the call to UpdateResource():

 NewTexture->Source.Init(TextureWidth, TextureHeight, 1, 1, ETextureSourceFormat::TSF_BGRA8, Pixels);

This way, as the Source can be persisted, my texture is still here when I'm reloading the editor.

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answered Nov 14 '17 at 04:30 PM

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