You can download the picture and use it locally. Both local images and URL links work for the image prop.
First Issue: That's assuming everyone uses file path, but using file path is potentially problematic(/[username]/appdata/), unless they use a simple file path. And everyone is gonna use a different file path too, you might have to put files ALL over the place, it's gonna be a nightmare.
(This is in regards to Sandbox scene sharing).
Second Issue: Architectural textures in the Image URL look bad without normal map and proper material setup. You can get away with it if it's just a poster or logo, but still, it looks low quality compared to everything else:
Wild Life Animations:
AAA
Wild Life 3D Models:
AAA
Wild Life In-Game Textures/Materials:
AAA (For example the first 26 materials on a primitive look great)
Wild Life Image URL:
B-Movie/Cheesy/Poor Quality in most cases.
No offense to anyone who reads this, but we're entering an ERA of Unreal Engine 5, and we're loading color map textures from a URL without normal map? Hmmm, doesn't seem right.
All textures should go into a contained folder, something like:
Code:
WildLifeC\Content\Custom\Textures\Primitives\UniquePackName_UniqueDescription\tex_map_color_uniqueName.png
WildLifeC\Content\Custom\Textures\Primitives\UniquePackName_UniqueDescription\tex_map_normal_uniqueName.png
WildLifeC\Content\Custom\Textures\Characters\Maya\Skin\UniquePackName_UniqueDescription\tex_map_color_uniqueName.png
WildLifeC\Content\Custom\Textures\Characters\Maya\Skin\UniquePackName_UniqueDescription\tex_map_normal_uniqueName.png
WildLifeC\Content\Custom\Textures\Characters\Maya\Eyes\UniquePackName_UniqueDescription\tex_map_color_uniqueName.png
WildLifeC\Content\Custom\Textures\Characters\Maya\Eyes\UniquePackName_UniqueDescription\tex_map_normal_uniqueName.png
WildLifeC\Content\Custom\Textures\Characters\Maya\BodyOverlays\UniquePackName_UniqueDescription\tex_map_color_uniqueName.png
WildLifeC\Content\Custom\Textures\Characters\Maya\BodyOverlays\UniquePackName_UniqueDescription\tex_map_normal_uniqueName.png
WildLifeC\Content\Custom\Textures\Characters\Maya\BodyOverlays\UniquePackName_UniqueDescription\tex_map_opacity_uniqueName.png
Then you have code that loads them all into a custom texture/material library that can be easily accessed from the Sandbox Edit Mode UI, via dropdown, for
primitives or for
characters; skin, eyes, nails, overlays, similar, etc
It paves the way for custom skin textures, overlays, tattoos, dirt overlay, makeup, anything related to a material.
Then we can use professional textures like this:
PBR UE textures from Epic store:
You must be registered to see the links
(We load these ourselves into customs folder, the ones with color map and normal map for example)
Anyways, just some friendly feedback!