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Loading Texture on startup

So currently I am using Unreal Engine 4.18 to make an application for my bachelor thesis about VR Therapy. The application will be a simulation for holding presentations.

My goal is to create an application, were the user can just drag and drop his presentation slides into a specific "textures folder" following a naming convention like Slide1, Slide2 ... so that the game can take those textures and apply them to the materials. alt text

I cam across Rama and his Victory Plugin, there is a node to load textures (https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/4014-39-rama-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/page36?3851-(39)-Rama-s-Extra-Blueprint-Nodes-for-You-as-a-Plugin-No-C-Required!=&viewfull=1)

However I am not sure how to store those textures once I got them, there is no " set texture" node. Can someone help me getting this to work? The idea is that I will just create about 40 materials and when I start the game, load the slide texture from the given path to the Materials.

Thanks in Advance!

Product Version: UE 4.18
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asked Dec 04 '17 at 01:53 PM in Blueprint Scripting

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LauriGhost
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Create an array of type Texture2D and add the images there:

alt text

This will allow you to fetch them by index later on. Once you have the array, create a Dynamic Material Instance with a TextureSample converted to a parameter. Now you can fetch any existing index from the ImageArray and feed it to the Dynamic Material Instance.

If you prefer to fetch images by name, look into Map (Dictionary).

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answered Dec 04 '17 at 03:25 PM

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Everynone
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avatar image LauriGhost Dec 04 '17 at 04:53 PM

Hey, thanks for your reply!

The thing is also, I don't know how to add the node " Set Brush from Texture" somewhow this is not available to me. I already created an array for changing materials ( another function), can i somehow add what you just said to my blueprints?

In the end I want the application to be able to store loaded textures into different materials, and after that the user can change the materials in runtime from one to another. ( material changing is working, but the part about loading and storing textures is not yet created)

alt text

avatar image Everynone Dec 05 '17 at 08:35 AM

Brushes in SetBrushFromTexture are used in UMG which handles user interface. Judging by the code above, it's not something you need to worry about as you're using meshes instead.

I do not have Rama's plugin installed so I can't give you a proper visual solution.

You already have an array MyChoices - I'm assuming it stores the textures you want. In BeginPlay for this blueprint, run the node that loads textures and and add them to the array like in the screenshot I posted.

If you populated the array manually (since material changing is working), you will need to Clear the array first - otherwise you'll add the loaded textures to the end of the list rather than replace them.

If it gives you a headache, let me know. I'll try to get my hands on the plugin.

edit: so it would look similar to this:

alt text

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