To download an image using Unreal Engine (UE), you can use the IImageWrapper interface provided by UE. Here’s a basic example of how you can download an image using C++ in UE:
#include "IImageWrapper.h"
#include "IImageWrapperModule.h"
#include "HttpModule.h"
void YourFunction()
{
FString Url = TEXT("https://example.com/image.jpg"); // Replace with your image URL
TSharedRef<IHttpRequest, ESPMode::ThreadSafe> HttpRequest = FHttpModule::Get().CreateRequest();
HttpRequest->SetURL(Url);
HttpRequest->SetVerb(TEXT("GET"));
HttpRequest->OnProcessRequestComplete().BindLambda([](FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful)
{
if (bWasSuccessful && Response.IsValid())
{
TArray<uint8> ImageData;
ImageData.Append((uint8*)Response->GetContent().GetData(), Response->GetContentLength());
IImageWrapperModule& ImageWrapperModule = FModuleManager::LoadModuleChecked<IImageWrapperModule>(FName("ImageWrapper"));
TSharedPtr<IImageWrapper> ImageWrapper = ImageWrapperModule.CreateImageWrapper(EImageFormat::JPEG);
if (ImageWrapper.IsValid() && ImageWrapper->SetCompressed(ImageData.GetData(), ImageData.Num()))
{
const TArray<uint8>* RawData = nullptr;
if (ImageWrapper->GetRaw(ERGBFormat::BGRA, 8, RawData))
{
FString SavePath = TEXT("C:/YourSavePath/image.jpg"); // Replace with your desired save path
// Save the image file
FFileHelper::SaveArrayToFile(*RawData, *SavePath);
UE_LOG(LogTemp, Warning, TEXT("Downloaded image saved at %s"), *SavePath);
}
}
}
});
HttpRequest->ProcessRequest();
}
Make sure to replace the placeholder values with your own image URL and save path. This example assumes you’re downloading a JPEG image, but you can modify it to handle other image formats as well.
Keep in mind that this is just a basic example, and you might need to handle error cases, add progress updates, or make the download process asynchronous depending on your requirements.
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