Category: Saving & Loading


Create Templates for Character / A.I. Hordes

Load Mesh Paint Onto Multiple Actors 

You can create custom effect templates from a character customization screen or archetype by saving the source actor using Save Mesh Paint As Bytes.

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After saving the template, you can load it back onto multiple actors at runtime using the Load Mesh Paint Onto Multiple Actors  node.

  • Use this function to take a saved effect, design or template and load it onto multiple actors at runtime.
  • Example usecase: Hordes of A.I. actors can have a custom design stamped onto them at runtime using this node
  • Example usecase: Your Character ustomization screen can save a design and then propagate it onto multiple players at runtime
  • Dynamically spawned actors are fully supported.
  • For more information check out the documentation accompanying the Blueprint node / C++ API for the plugin.

(This article is a stub, for a live example of Effect Templates please check out the sample project (download links on the marketplace page))


Load Mesh Paint From Bytes

  • Use Load Mesh Paint From Bytes by passing in the bytes you acquired earlier from the Save Mesh Paint As Bytes function
  • You have the option of flushing all existing paint effects in the world before loading if desired
  • For more information check out the documentation accompanying the Blueprint node / C++ API for the plugin.

(This article is a stub, for a live example of Save/Load please check out the sample project (download links on the marketplace page))


Save Mesh Paint As Bytes

  • Use the node Save Mesh Paint As Bytes to save all the painted effects / pixel collision etc in your world
  • Use the Actor filters parameter if you only want to a save a subset of actors/materials
  • If you need to bake textures, check the bNeedsBakedTexturesForSkinnedMeshes parameter
    • Most usecases will not need this, saving just the paint strokes will be sufficient. This also has the advantage of being “non-destructive”.
    • Skeletal meshes with multiple animation poses per paint stroke (and requiring fully accurate reproduction) may want to use this option.
    • Baking textures requires far more disk space than the saving just the paint strokes so only use if required.
    • For more information check out the documentation for this parameter which is provided as part of the Blueprint / C++ API

(This article is a stub, for a live example of Save/Load please check out the sample project (download links on the marketplace page))