Runtime Files Downloader Documentation

Dec, 30 2020— #docs

Runtime Files Downloader is a plugin for Unreal Engine which allows you to download any files via the HTTP protocol to the device memory. It's easy to use in both C++ and Blueprints.

An illustrative example of how the plugin works

An illustrative example of how the plugin works

How to install

There're two ways to install the plugin:

  1. Through the marketplace.
  2. Manual installation. Open this GitHub Repository, extract the "RuntimeFilesDownloader" folder into your plugins project folder to get the following path: "[ProjectName] / Plugins / RuntimeFilesDownloader".

How to use

I will use an example setting in Blueprints to understand how the plugin works. This can also be applied in C++.

     1. You need to create a download object using the CreateDownloader node.

"Create Downloader" node

     2. You need to pull the return value from the "CreateDownloader" node and call the "DownloadFile" node, where you need to specify the following input variables:

"Create Downloader" node whose "Return Value" was pulled to the "Target" of "DownloadFile" node

Then you need to bind to two events:

     1. To the download process ("Bind Event to OnProgress"). This event will be triggered every time the file is downloaded at a certain value (needed in order to track the download). The return values ​​contain the variables:

An example of binding to OnProgress

An example of binding to OnProgress

Divide "Bytes Received" by "Content Length" to get the download percentage.

     2. To complete the download ("Bind Event to OnResult"). This event will be triggered when the download is complete. However, this event can also be caused by an error during download, to track this you need to use the "DownloadResult Enum" in the return value and check the value of the result:

An example of binding to OnResult

An example of binding to OnResult

By Georgy Treshchev

Unreal Engine Developer. Contact for any questions. Telegram chat, e-mail, Github.