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CorePlus – Importer

Learn how to use the CorePlus Importer in Blueprints and C++ to load external files at runtime using a simple and modular approach.

πŸ”§ 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.

πŸ“ Accessing the Plugin Content

Before you begin using CorePlus AR, you need to access the plugin content. There are two ways to do this:

βœ… Method 1: Project Plugin Folder (Editable)

  1. Copy CorePlus Plugin from:

    Β 
    [UE_Install]/Engine/Plugins/Marketplace/CorePlusPlugin
    Β 

    To:

    Β 
    [YourProject]/Plugins/
  2. In Unreal Editor:

    • Open Content Browser

    • Click the βš™οΈSettings Option (top-right)

    • Enable Show Plugin Content

You’ll now see:

Plugins > CorePlusContent


Pros
βœ… Easy access and customization
βœ… Built directly into your project
βœ… Editable plugin files

Cons
⚠️ No auto-updates β€” you must update it manually

βœ… Method 2: Engine Plugin Content (Auto-updating)

  1. Enable CorePlus Plugin via the Plugin Manager

  2. In Content Browser:

    • Open Content Browser

    • Click the βš™οΈSettings Option (top-right)

    • Enable Show Engine Content

    • Navigate to:

      Engine > Plugins > CorePlusContent

Pros
βœ… Always up-to-date with Unreal Engine

Cons
⚠️ Plugin content is not directly editable

Tip: Choose the method that best fits your workflow β€” editable plugin content or automatic updates.

🧩 Accessing the Importer in Blueprints

  1. Get the Importer Subsystem
    Get the CorePlusImporterSubsystem node. You can access this node from any Blueprint, in any context.

  2. Retrieve a Specific Importer
    From the CorePlusImporterSubsystemCall a getter for the type of importer you need (e.g., GetImageImporter).

  3. Use the Importer Functions
    Once you have the importer, you can call all the related functions, like ImportImage.

πŸ’» 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<UCorePlusImporterSubsystem>();
        ensureAlwaysMsgf(CorePlusImporterSubsystem, TEXT("Invalid CorePlusImporterSubsystem."));
        return CorePlusImporterSubsystem;
    }

    return nullptr;
}

				
			

Example Function Call:

				
					GetCorePlusImporterSubsystem()->GetImageImporter()->ImportImage(Parameters);
				
			

πŸ“š Importer API Functions

πŸ–ΌοΈ Image Importer

πŸ“€ 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);
				
			

πŸš€ 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.

πŸ’¬ Got questions?
Leave a comment below or reach out β€” I’d love to hear how you’re 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!

πŸ“Ž Related Links

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