
Beschreibung
Runtime File Importer lets your players bring their own files into your game, and lets your game save files back out, without the editor and without writing a line of C++. Pick a file with a native file dialog, drop it onto the game window, or download it from a URL, and turn it into a real Unreal asset in one node: a Sound Wave, a Static or Skeletal Mesh with its animations, a Texture, a playing video, a Data Table, a Font or a formatted document.
Everything is exposed to Blueprints through one Game Instance Subsystem. Every node that reads files, downloads or does heavy work comes in two versions: a simple synchronous node, and an Async node with On Progress, On Success and On Failure outputs that runs in the background, so your game never freezes on a large file.
Documentation (every node with its pins, like the Unreal Engine docs): Documentation
Discord Server: Anchor Games Discord Server
Youtube Channel: Anchor Games Youtube Channel
LinkedIn: Anchor Games Linkedin
Support and Custom Projects: [email protected]
AUDIO
Import MP3, WAV, FLAC, OGG Vorbis, OGG Opus, AIFF and raw PCM into a playable Sound Wave.
Export any sound to WAV, OGG Vorbis, FLAC or raw PCM, or convert audio files directly.
Playback control: volume, pitch, looping, pause, rewind, playback time and percentage, live amplitude.
Read duration, format and metadata (title, artist, album, ...), and get waveform data to draw audio visualizers.
Streaming Sound Waves: append audio while it plays.
Microphone capture: list input devices and record the player's microphone into a Sound Wave.
Sound settings as Blueprint variables: attenuation, concurrency, submix, source effects and more.
3D MODELS, SKELETONS & ANIMATION
Import FBX, OBJ, glTF, GLB, STL, PLY, USD (USD, USDA, USDC), USDZ, Alembic and Collada.
Static meshes and skeletal meshes with materials, textures, vertex colors, multiple UV channels, skeletons, skin weights, morph targets, animations and collision / physics assets.
Spawn the result as a Runtime Mesh Actor in one node and play its animations.
Export any Static Mesh, Skeletal Mesh, Animation, Physics Asset or whole Actor to FBX, OBJ, glTF, GLB, STL, PLY, USDA, USDZ, Alembic or Collada, or convert between file formats.
Convert between Static Mesh and Skeletal Mesh, bake a posed Skeletal Mesh Component to a Static Mesh, create physics assets.
Edit meshes at runtime: materials and material slots, sections, shadows, LOD settings, sockets, bounds, simple and complex collision (box, sphere, capsule, convex) and Nanite.
Mesh Description nodes for vertex-level editing: positions, normals, UVs, colors, transforms, generated UVs, recomputed normals and tangents.
Inspect any mesh, skeleton, animation or physics asset: triangle and vertex counts, bones, sockets, curves, notifies and more.
IMAGES & TEXTURES
Import PNG, JPEG, BMP, TGA, EXR, HDR, TIFF, ICO, ICNS and GIF as Texture 2D, Texture Cube or Render Target.
Export textures and render targets to PNG, JPEG, BMP, TGA, EXR, HDR or GIF.
A full image editing toolkit on the Runtime Image object: resize, crop, rotate, flip, blur, sharpen, color adjustments, grayscale, invert, channel swizzle, draw images onto images, make a color transparent, generate normal maps and more.
Change texture settings at runtime: filtering, address mode, sRGB, compression, LOD bias and group, mipmaps.
Create a ready-to-use material from any texture.
VIDEO
Play MP4, MOV, AVI, MKV, WebM, WMV, GIF, MPEG-TS and MPEG files or URLs into a texture, with sound.
Play, pause, stop, seek, loop, playback rate, volume, track selection, playback time and progress.
Capture single frames, thumbnails, or extract every frame as images.
Record the game screen, or any texture, render target or video, to MP4 or AVI, including the game's sound.
Export image frames to MP4, AVI, GIF or an image sequence, or convert video files.
TEXT, DATA & LOCALIZATION
Read and write text in any encoding (UTF-8, UTF-16 and more), with automatic encoding detection.
Runtime Data object: one Blueprint-friendly way to read, edit and write JSON, XML, CSV, TSV, INI and YAML, and to read Excel (XLSX) and OpenDocument (ODS) spreadsheets.
Import Data Tables at runtime from CSV, JSON, TSV, XML, INI, Excel or OpenDocument (great for moddable game data), and export them back.
Import String Tables from CSV, spreadsheets or JSON for runtime localization and mod text.
Subtitles: import, export and convert SRT, WebVTT and ASS/SSA, find the subtitle at any time, shift timings.
Regex match, find and replace, Base64, line endings, markup to plain text.
DOCUMENTS
Open Word (DOCX), OpenDocument Text (ODT), PDF (text), HTML, Markdown, RTF and plain text documents.
Runtime Document Viewer: a UMG widget that shows formatted documents with pages, scrolling, fonts and colors. Drop it into any widget Blueprint.
Google Docs, Sheets, Slides, Google Drive and Dropbox share links are turned into download links automatically.
FILES, DIALOGS, DRAG & DROP, DOWNLOADS
Native Windows Open File, Save File and Open Folder dialogs, with filters by file type.
Runtime File Drop Zone: a UMG widget that accepts files dragged from Windows Explorer onto the game window.
Download any file over HTTP or HTTPS with progress.
Load and save raw bytes, read file info, detect a file's type from its contents.
ARCHIVES & FONTS
List, read, extract and create ZIP archives (including ZIP64), from files or from memory. Compress and decompress bytes with GZip, Zlib or raw Deflate.
Load TTF, OTF, TTC and WOFF fonts at runtime and use them in UMG and Slate.
BUILT FOR GAMES
Works in packaged games (Development and Shipping), not just in the editor.
Blueprint-first: 585 nodes, including 135 async nodes and 23 events, all reachable from the Runtime File Importer Subsystem. Full C++ access too.
Clear error messages on every node, so you can show the player what went wrong.
No external programs or DLLs to install: everything the plugin needs is compiled into it.
Features
Runtime import and export of audio, 3D models (static, skeletal, animations, physics), images and textures, video, text, data, data tables, string tables, subtitles, documents, ZIP archives and fonts
585 Blueprint nodes (299 functions, 128 pure, 135 async with progress, 23 events), sync and async versions of every I/O node
88 C++ Classes (UCLASS: 1 subsystem, 9 runtime objects/actors/widgets, 1 streaming sound wave, 77 async action classes)
47 structs and 41 enums Content: 6 materials and 2 textures used for imported meshes
Network Replicated: No
Game Instance Subsystem API plus Blueprint-friendly objects: Runtime Sound Wave, Runtime Mesh, Runtime Mesh Actor, Runtime Mesh Description, Runtime Image, Runtime Video, Runtime Data, Runtime Document
UMG widgets: Runtime Document Viewer, Runtime File Drop Zone
Native file dialogs, drag and drop from Explorer, HTTP/HTTPS downloads with progress, cloud share-link support
Supported Engine Versions: 5.0-5.8






