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UKismetRenderingLibrary::ImportBufferAsTexture2D

function Engine Blueprint Since unknown
#include "Kismet/KismetRenderingLibrary.h"
Access: public Specifiers: staticUFUNCTIONBlueprintCallable

Description

Decodes an in-memory image buffer and creates a new transient Texture2D from it, without touching disk.

Caveats & Gotchas

  • Returns nullptr if Buffer isn't a recognized encoded image format — it does not accept raw pixel data, only encoded file bytes.
  • Useful for textures downloaded over HTTP, but the resulting texture is transient and not cached — call this once and hold onto the result rather than re-decoding on every use.
  • Decoding happens on the calling thread and can stall the game thread for large images; consider decoding on a background thread for big downloads.

Signature

static UTexture2D* ImportBufferAsTexture2D(UObject* WorldContextObject, const TArray<uint8>& Buffer)

Parameters

Name Type Description Default
WorldContextObject UObject* World context used to resolve the current world.
Buffer const TArray<uint8>& Encoded image bytes (e.g. downloaded PNG/JPEG data).

Return Type

UTexture2D*

Example

Import a downloaded image buffer C++
TArray<uint8> DownloadedBytes = Response->GetContent();
UTexture2D* Texture = UKismetRenderingLibrary::ImportBufferAsTexture2D(this, DownloadedBytes);

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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