CorePlus – Importer
π§ Overview
The CorePlus Importer module allows you to easily load various file types at runtime in both Blueprint and C++. Here’s how to access and use the system.
π Accessing the Plugin Content
Before you begin using CorePlus AR, you need to access the plugin content. There are two ways to do this:
β Method 1: Project Plugin Folder (Editable)
Copy CorePlus Plugin from:
Β[UE_Install]/Engine/Plugins/Marketplace/CorePlusPluginΒTo:
Β[YourProject]/Plugins/In Unreal Editor:
Open Content Browser
Click the βοΈSettings Option (top-right)
Enable Show Plugin Content
Youβll now see:
Plugins > CorePlusContent
Pros
β
Easy access and customization
β
Built directly into your project
β
Editable plugin files
Cons
β οΈ No auto-updates β you must update it manually
β Method 2: Engine Plugin Content (Auto-updating)
Enable CorePlus Plugin via the Plugin Manager
In Content Browser:
Open Content Browser
Click the βοΈSettings Option (top-right)
Enable Show Engine Content
Navigate to:
Engine > Plugins > CorePlusContent
Pros
β
Always up-to-date with Unreal Engine
Cons
β οΈ Plugin content is not directly editable
Tip: Choose the method that best fits your workflow β editable plugin content or automatic updates.
π§© Accessing the Importer in Blueprints
Get the Importer Subsystem
Get theCorePlusImporterSubsystemnode. You can access this node from any Blueprint, in any context.Retrieve a Specific Importer
From theCorePlusImporterSubsystemCall a getter for the type of importer you need (e.g.,GetImageImporter).Use the Importer Functions
Once you have the importer, you can call all the related functions, likeImportImage.
π» Accessing the Importer in C++
Header File (.h)
#include "CorePlusImporterSubsystem.h"
UPROPERTY()
UCorePlusImporterSubsystem* CorePlusImporterSubsystem = nullptr;
UCorePlusImporterSubsystem* GetCorePlusImporterSubsystem();
Source File (.cpp)
UCorePlusImporterSubsystem* ClassName::GetCorePlusImporterSubsystem()
{
if (CorePlusImporterSubsystem)
{
return CorePlusImporterSubsystem;
}
if (!GetWorld())
{
return nullptr;
}
if (UGameInstance* GameInstance = GetWorld()->GetGameInstance())
{
CorePlusImporterSubsystem = GameInstance->GetSubsystem();
ensureAlwaysMsgf(CorePlusImporterSubsystem, TEXT("Invalid CorePlusImporterSubsystem."));
return CorePlusImporterSubsystem;
}
return nullptr;
}
Example Function Call:
GetCorePlusImporterSubsystem()->GetImageImporter()->ImportImage(Parameters);
π Importer API Functions
πΌοΈ Image Importer
π€ Import Image
/**
* Loads a texture from a file.
*
* @param ImagePath Path to the image file.
* @param IsValid Output indicating whether the image is valid.
* @param OutWidth Output for the width of the texture.
* @param OutHeight Output for the height of the texture.
* @return A UTexture2D instance containing the loaded texture.
*/
UFUNCTION(BlueprintCallable, Category = "CorePlus | FileManager")
static UTexture2D* ImportImage(const FString& ImagePath, bool& IsValid, int32& OutWidth, int32& OutHeight);
π Wrapping Up
Whether you’re working in Blueprints or C++, the CorePlus Importer system provides a seamless way to bring in external files like images during runtime. Use the CorePlusImporterSubsystem to access importer instances and perform various runtime file loading operations.
π¬ Got questions?
Leave a comment below or reach out β Iβd love to hear how youβre using CorePlus in your projects!
If you found this post helpful, feel free to share it, and stay tuned for more Unreal Engine tips and tutorials!
π Related Links
π½οΈ Video Tutorial
π Module Overview Page
Tags
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