Unreal Engine 4 Good to Know - Read and Write Text File

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  • Опубликовано: 16 ноя 2024

Комментарии • 73

  • @pan-pansh2678
    @pan-pansh2678 2 года назад +15

    Using newer version (UE4.27)
    FPaths::ProjectDir()

    • @__foo__
      @__foo__ Год назад

      If i package my game for shipping it will works????

  • @kunaltomar131289
    @kunaltomar131289 5 лет назад +35

    For newer versions of UE
    #include "Misc/FileHelper.h"
    #include "Misc/Paths.h"

    • @Firewalker124
      @Firewalker124 5 лет назад +1

      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

    • @Firewalker124
      @Firewalker124 5 лет назад

      Like, in which file do i have to put those two includes you mention?

    • @kunaltomar131289
      @kunaltomar131289 5 лет назад

      @@Firewalker124 as far i can remember you need to put these two lines in Cpp file in visual studio.

    • @Firewalker124
      @Firewalker124 5 лет назад +1

      Nevermind, got it working now by myself

    • @TheMrsteakman
      @TheMrsteakman 5 лет назад

      I put those files in the header file.

  • @soumikbhattacherjee6430
    @soumikbhattacherjee6430 5 лет назад

    the keyword in Ue4 c++ generally used as a test for finding the functions easyly insted of the full function name

  • @__foo__
    @__foo__ Год назад

    Worked, thanks!

  • @nillaya4218
    @nillaya4218 Год назад

    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)

  • @Shattengarde
    @Shattengarde 4 года назад

    Thanks for the vid, helped me out very much :)

  • @AhmedHussainEng
    @AhmedHussainEng 5 лет назад

    how can I call .exe (vb.net) file which is in ue4 project path to run it?

  • @gang-ridertv5433
    @gang-ridertv5433 7 лет назад

    So useful for my Seminar!

  • @EmperorKatax
    @EmperorKatax 7 лет назад +2

    pretty useful for me .... thanks man .... : ) ,,

    • @EmperorKatax
      @EmperorKatax 7 лет назад

      ..... is there any method to save file as JSON ? .....

    • @pallyqle
      @pallyqle  7 лет назад

      Thanks and sorry i don't know how to save it to other file format yet.

  • @valelanda7477
    @valelanda7477 6 лет назад

    Goes to favorites. Thanks.

  • @openroomxyz
    @openroomxyz 2 года назад

    So you need C++ to read and write text, it's not a blueprint only thing ?

    • @pallyqle
      @pallyqle  2 года назад +1

      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++

    • @openroomxyz
      @openroomxyz 2 года назад

      @@pallyqle Thanks!

  • @judithnjoku7729
    @judithnjoku7729 Год назад

    This did not work for me at all 😪....Im working with Unreal 4.27

    • @ggnattawat2430
      @ggnattawat2430 Год назад

      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.

  • @adamdubigames
    @adamdubigames 7 лет назад

    I fuckin' shot that subscribe button bro, this shit is gold

    • @pallyqle
      @pallyqle  7 лет назад

      Dubi lol thanks, glad to hear that.

  • @macedhx
    @macedhx 7 лет назад

    thanks man, good tutorial

  • @zequannnn
    @zequannnn Год назад

    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
      @pallyqle  Год назад

      Did u try to uncheck the box to search all blueprint when u right click ur blueprint graph?

    • @zequannnn
      @zequannnn Год назад

      @@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 :)

    • @pallyqle
      @pallyqle  Год назад

      @@zequannnn lol that's great thing magically work

  • @nonpurplestar4158
    @nonpurplestar4158 3 года назад

    Can I load an image from disk using bp and apply it to an object_?!

    • @pallyqle
      @pallyqle  3 года назад

      Not with blueprint I'll give you do lol

    • @nonpurplestar4158
      @nonpurplestar4158 3 года назад

      @@pallyqle Thx but I can't_))
      Is it difficult to write this function in C ++_?!

    • @pallyqle
      @pallyqle  3 года назад

      @@nonpurplestar4158 am sure it is try googling first until u can piece everything together

    • @nonpurplestar4158
      @nonpurplestar4158 3 года назад

      ​@@pallyqle I found a solution using VictoryPlugin by Rama_!!

  • @danielmolineromuller166
    @danielmolineromuller166 7 лет назад

    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 :)

    • @pallyqle
      @pallyqle  7 лет назад

      Daniel Molinero Müller read existing value and add to it and then save again like appending to a string.

    • @maximelas324
      @maximelas324 6 лет назад

      Hi Daniel, did you find a solution to your question? I am looking for it myself now :)
      Thanks

    • @Suthriel
      @Suthriel 2 года назад

      @@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.

  • @arnabgupta7158
    @arnabgupta7158 8 лет назад

    oh a new video great...

    • @pallyqle
      @pallyqle  8 лет назад +1

      I'm sorry

    • @arnabgupta7158
      @arnabgupta7158 8 лет назад

      don't take it a a negative comment man I have been following your channel for quiet a while . Thanks for the vids..

    • @pallyqle
      @pallyqle  8 лет назад

      lol i didn't and thanks for watching.

    • @pallyqle
      @pallyqle  8 лет назад

      I would love to have more free time and make more videos.

    • @arnabgupta7158
      @arnabgupta7158 8 лет назад

      You know the most idiotic part my laptop crashed

  • @邵兆普
    @邵兆普 6 лет назад

    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

    • @pallyqle
      @pallyqle  6 лет назад

      Probably, syntax get change here and there when unreal upgrades. I will take a look again when i have some free time.

    • @pallyqle
      @pallyqle  6 лет назад

      兆普 邵 discord, u can see it in my channel art

  • @navid2368
    @navid2368 7 лет назад

    Thank you for this video, this helped me very very much.

    • @pallyqle
      @pallyqle  7 лет назад +1

      nvd no problem hopefully it continue to work into 4.17

  • @aitificial2184
    @aitificial2184 3 года назад

    Doesn't work

  • @seandavies2535
    @seandavies2535 7 лет назад

    can this be done with csv files?

    • @pallyqle
      @pallyqle  7 лет назад

      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.

    • @seandavies2535
      @seandavies2535 7 лет назад

      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 :)

    • @EmperorKatax
      @EmperorKatax 7 лет назад

      here : answers.unrealengine.com/questions/159571/blueprint-for-writing-a-txt-file-storing-an-array.html

  • @sammatchette8494
    @sammatchette8494 7 лет назад

    How do you adjust this to work for writing to .csv files?

    • @EmperorKatax
      @EmperorKatax 7 лет назад +1

      ... check this:
      answers.unrealengine.com/questions/159571/blueprint-for-writing-a-txt-file-storing-an-array.html