As a non C++ coder i have literally no idea where to put those two lines you mention here. Well i know that i should be placed where the other includes are, but when i do that, i get syntax errors when trying to build in visual studio
Does anyone tried to use it in newest version (5.2)? No matter what I do it doesn't work. I tried *(FPaths::ProjectDir() + FileNameA) and *(FPaths::ProjectContentDir() + FileNameA). I used a UE_LOG to write the path into console to confirm it is correct (It is) but It still doesn't work (Even FileManager.FileExists() returns false)
I solved it! you just need to change *(FPaths::GameDir() + FileNameA)); the GameDir it not found in ue 4.27 you need to change it to ProjectDir *(FPaths::ProjectDir() + FileNameA)); it's worked for me, and I hope it work for you too.
Hi, first of all thanks for making this tutorial. I’m wondering if this works on UE 5? cause I’ve followed your steps and I had successfully built the solution, but the function doesn’t seem to appear in my blueprint. Wondering if anyone face the same problem as me. Thank you
@@pallyqle Yeah I dont think that is the issue, but somehow it worked for me now. Not sure what have I done, but it is all working now. Thank you so much for your help. Really appreciate it :)
Thanks, amazing! I am looking for a way to save new values on the next line instead of overwriting the existing value. Do you have a clue how to arrange that? Thanks again :)
@@bullpuppy7455 It pretty much works like that. In my case, i write the first line into a string variable. Then i use an APPEND node with that string variable, next node is your mentionend pin with the SHIFT+ ENTER for the line break, then you can add your next line into another (third) node of the APPEND node, and set the result of this APPEND (two lines of text separated with a line break) as your new string variable. Repeat for every new text line, you want save. If you repeat it again, then your APPEND gets your string variable, that already contains those previous 2 lines of text, then it adds another line break and the third line of text. At the end you just link this string variable to your "save txt" function.
Will the high version be unable to use this code? I have tried 4.16 and above can not use these codes, is the header file changed? Please enlighten, a rookie from China
I don't know actually. I know importing csv that's all. However if you save the string like "row|1/column|1/mysword;row|1/column|2/myaxe;" it's kind like table and then just recall it and use string append.
Using newer version (UE4.27)
FPaths::ProjectDir()
If i package my game for shipping it will works????
For newer versions of UE
#include "Misc/FileHelper.h"
#include "Misc/Paths.h"
As a non C++ coder i have literally no idea where to put those two lines you mention here. Well i know that i should be placed where the other includes are, but when i do that, i get syntax errors when trying to build in visual studio
Like, in which file do i have to put those two includes you mention?
@@Firewalker124 as far i can remember you need to put these two lines in Cpp file in visual studio.
Nevermind, got it working now by myself
I put those files in the header file.
the keyword in Ue4 c++ generally used as a test for finding the functions easyly insted of the full function name
Worked, thanks!
Does anyone tried to use it in newest version (5.2)? No matter what I do it doesn't work. I tried *(FPaths::ProjectDir() + FileNameA) and *(FPaths::ProjectContentDir() + FileNameA). I used a UE_LOG to write the path into console to confirm it is correct (It is) but It still doesn't work (Even FileManager.FileExists() returns false)
Thanks for the vid, helped me out very much :)
how can I call .exe (vb.net) file which is in ue4 project path to run it?
So useful for my Seminar!
No problem
pretty useful for me .... thanks man .... : ) ,,
..... is there any method to save file as JSON ? .....
Thanks and sorry i don't know how to save it to other file format yet.
Goes to favorites. Thanks.
So you need C++ to read and write text, it's not a blueprint only thing ?
yes, best u can do is expose it to blueprint for ease of use. Which if u think about it all of blueprint is just exposed c++
@@pallyqle Thanks!
This did not work for me at all 😪....Im working with Unreal 4.27
I solved it! you just need to change *(FPaths::GameDir() + FileNameA)); the GameDir it not found in ue 4.27 you need to change it to ProjectDir *(FPaths::ProjectDir() + FileNameA)); it's worked for me, and I hope it work for you too.
I fuckin' shot that subscribe button bro, this shit is gold
Dubi lol thanks, glad to hear that.
thanks man, good tutorial
Hi, first of all thanks for making this tutorial. I’m wondering if this works on UE 5? cause I’ve followed your steps and I had successfully built the solution, but the function doesn’t seem to appear in my blueprint. Wondering if anyone face the same problem as me. Thank you
Did u try to uncheck the box to search all blueprint when u right click ur blueprint graph?
@@pallyqle Yeah I dont think that is the issue, but somehow it worked for me now. Not sure what have I done, but it is all working now. Thank you so much for your help. Really appreciate it :)
@@zequannnn lol that's great thing magically work
Can I load an image from disk using bp and apply it to an object_?!
Not with blueprint I'll give you do lol
@@pallyqle Thx but I can't_))
Is it difficult to write this function in C ++_?!
@@nonpurplestar4158 am sure it is try googling first until u can piece everything together
@@pallyqle I found a solution using VictoryPlugin by Rama_!!
Thanks, amazing!
I am looking for a way to save new values on the next line instead of overwriting the existing value. Do you have a clue how to arrange that? Thanks again :)
Daniel Molinero Müller read existing value and add to it and then save again like appending to a string.
Hi Daniel, did you find a solution to your question? I am looking for it myself now :)
Thanks
@@bullpuppy7455 It pretty much works like that. In my case, i write the first line into a string variable. Then i use an APPEND node with that string variable, next node is your mentionend pin with the SHIFT+ ENTER for the line break, then you can add your next line into another (third) node of the APPEND node, and set the result of this APPEND (two lines of text separated with a line break) as your new string variable. Repeat for every new text line, you want save.
If you repeat it again, then your APPEND gets your string variable, that already contains those previous 2 lines of text, then it adds another line break and the third line of text.
At the end you just link this string variable to your "save txt" function.
oh a new video great...
I'm sorry
don't take it a a negative comment man I have been following your channel for quiet a while . Thanks for the vids..
lol i didn't and thanks for watching.
I would love to have more free time and make more videos.
You know the most idiotic part my laptop crashed
Will the high version be unable to use this code? I have tried 4.16 and above can not use these codes, is the header file changed? Please enlighten, a rookie from China
Probably, syntax get change here and there when unreal upgrades. I will take a look again when i have some free time.
兆普 邵 discord, u can see it in my channel art
Thank you for this video, this helped me very very much.
nvd no problem hopefully it continue to work into 4.17
Doesn't work
can this be done with csv files?
I don't know actually. I know importing csv that's all. However if you save the string like
"row|1/column|1/mysword;row|1/column|2/myaxe;" it's kind like table and then just recall it and use string append.
yes definitely, currently exploring ideas on how to link sql database with unreal instead, if that doesn't work il return to this option aha :)
here : answers.unrealengine.com/questions/159571/blueprint-for-writing-a-txt-file-storing-an-array.html
How do you adjust this to work for writing to .csv files?
... check this:
answers.unrealengine.com/questions/159571/blueprint-for-writing-a-txt-file-storing-an-array.html