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UFUNCTION(BlueprintCallable, Category = "TextureFromDisk") static class UTexture2D* GetTexture2DFromDiskFile(const FString& FilePath);
class UTexture2D* UTextureFromDiskFunctionLibrary::GetTexture2DFromDiskFile(const FString& FilePath) { TArray<uint8> RawFileData; UTexture2D* MyTexture = NULL; if (FFileHelper::LoadFileToArray(RawFileData, *FilePath /*"<path to file>"*/)) { IImageWrapperModule& ImageWrapperModule = FModuleManager::LoadModuleChecked<IImageWrapperModule>(FName("ImageWrapper")); // Note: PNG format. Other formats are supported IImageWrapperPtr ImageWrapper = ImageWrapperModule.CreateImageWrapper(EImageFormat::PNG); if (ImageWrapper.IsValid() && ImageWrapper->SetCompressed(RawFileData.GetData(), RawFileData.Num())) { const TArray<uint8>* UncompressedBGRA = NULL; if (ImageWrapper->GetRaw(ERGBFormat::BGRA, 8, UncompressedBGRA)) { // Create the UTexture for rendering MyTexture = UTexture2D::CreateTransient(ImageWrapper->GetWidth(), ImageWrapper->GetHeight(), PF_B8G8R8A8); // Fill in the source data from the file void* TextureData = MyTexture->PlatformData->Mips[0].BulkData.Lock(LOCK_READ_WRITE); FMemory::Memcpy(TextureData, UncompressedBGRA->GetData(), UncompressedBGRA->Num()); MyTexture->PlatformData->Mips[0].BulkData.Unlock(); // Update the rendering resource from data. MyTexture->UpdateResource(); } } } return MyTexture; }
别忘记头文件的引用
#include "Developer/ImageWrapper/Public/Interfaces/IImageWrapper.h" #include "Developer/ImageWrapper/Public/Interfaces/IImageWrapperModule.h"
UE4 将本地图片转成UTexture2D 在runtime显示
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原文地址:http://www.cnblogs.com/cindyOne/p/4338646.html