Ecosyste.ms: Awesome
An open API service indexing awesome lists of open source software.
https://github.com/ff-plugins-active/extendedvars
UE5 plugin for converting some variables to each other, exporting bitmaps, runtime font load, getting widgets as textures and getting color arrays of textures.
https://github.com/ff-plugins-active/extendedvars
bitmap bytes color font runtime string texture ue5 ue5-plugin ui widget
Last synced: about 2 months ago
JSON representation
UE5 plugin for converting some variables to each other, exporting bitmaps, runtime font load, getting widgets as textures and getting color arrays of textures.
- Host: GitHub
- URL: https://github.com/ff-plugins-active/extendedvars
- Owner: FF-Plugins-Active
- License: mit
- Created: 2022-04-03T12:30:39.000Z (almost 3 years ago)
- Default Branch: main
- Last Pushed: 2024-12-01T16:18:30.000Z (2 months ago)
- Last Synced: 2024-12-01T17:29:43.498Z (2 months ago)
- Topics: bitmap, bytes, color, font, runtime, string, texture, ue5, ue5-plugin, ui, widget
- Language: C++
- Homepage:
- Size: 211 KB
- Stars: 9
- Watchers: 1
- Forks: 3
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
- License: LICENSE
Awesome Lists containing this project
README
# ExtendedVars
# RELATED PROJECTS
https://github.com/FF-Projects-UE/PDF_Reader
https://github.com/FF-Projects-UE/UE_LibHaru
# TARGET PLATFORM
* It works all platforms which Unreal support. But we don't have Apple Mac computers. So, you have to create your own binaries for Apple ecosystem.
#FEATURES
* Android Path Helper: It gives real absolute path of file on Android.* Runtime Font Loading: It is a container of UFont pointer. Because we have to release it and UFontFace when we want to close game.
* Runtime Font Release: You have to release your runtime imported fonts after closing your game to prevent GC issues.
* Export Texture2D As Bitmap
* Widget To Texture Render Target 2D
* Texture2D To Colors Array
* and other conversion functions about math and bytes.
# REFERANCES
* Runtime Font Loading and Releasing
https://forums.unrealengine.com/t/how-do-you-dynamically-create-a-ufont-at-runtime-in-c/405643/5