if (!FPaths::FileExists(FilePath))
       {
              UE_LOG(LogTemp, Error, TEXT("File not found: %s"), *FilePath);
              return nullptr;
       }
       // Load the compressed byte data from the file
       TArray<uint8> FileData;
       if (!FFileHelper::LoadFileToArray(FileData, *FilePath))
       {
              UE_LOG(LogTemp, Error, TEXT("Failed to load file: %s"), *FilePath);
              return nullptr;
       }
       // Detect the image type using the ImageWrapper module
       IImageWrapperModule& ImageWrapperModule = FModuleManager::LoadModuleChecked<IImageWrapperModule>(TEXT("ImageWrapper"));
       EImageFormat::Type ImageFormat = ImageWrapperModule.DetectImageFormat(FileData.GetData(), FileData.Num());
       if (ImageFormat == EImageFormat::Invalid)
       {
              UE_LOG(LogTemp, Error, TEXT("Unrecognized image file format: %s"), *FilePath);
              return nullptr;
       }
       // Create an image wrapper for the detected image format
       IImageWrapperPtr ImageWrapper = ImageWrapperModule.CreateImageWrapper(ImageFormat);
       if (!ImageWrapper.IsValid())
       {
              UE_LOG(LogTemp, Error, TEXT("Failed to create image wrapper for file: %s"), *FilePath);
              return nullptr;
       }
       // Decompress the image data
       const TArray<uint8>* RawData = nullptr;
       ImageWrapper->SetCompressed(FileData.GetData(), FileData.Num());
       ImageWrapper->GetRaw(ERGBFormat::BGRA, 8, RawData);
       if (RawData == nullptr)
       {
              UE_LOG(LogTemp, Error, TEXT("Failed to decompress image file: %s"), *FilePath);
              return nullptr;
       }
       // Create the texture and upload the uncompressed image data
       FString TextureBaseName = TEXT("Texture_") + FPaths::GetBaseFilename(FilePath);
       // UObject* Outer = nullptr;
       UTexture2D* mytexture = MyCreateTexture(*RawData, ImageWrapper->GetWidth(), ImageWrapper->GetHeight(), EPixelFormat::PF_B8G8R8A8, FName(*TextureBaseName));
       return mytexture;


UTexture2D* SDrawHouseTypeTools::MyCreateTexture(const TArray<uint8>& PixelData, int32 InSizeX, int32 InSizeY, EPixelFormat InFormat, FName BaseName)
{
       // Shamelessly copied from UTexture2D::CreateTransient with a few modifications
       if (InSizeX <= 0 || InSizeY <= 0 ||
              (InSizeX % GPixelFormats[InFormat].BlockSizeX) != 0 ||
              (InSizeY % GPixelFormats[InFormat].BlockSizeY) != 0)
       {
              //UIL_LOG(Warning, TEXT("Invalid parameters specified for UImageLoader::CreateTexture()"));
              return nullptr;
       }
       // Most important difference with UTexture2D::CreateTransient: we provide the new texture with a name and an owner
#if 0
       FName TextureName = MakeUniqueObjectName(Outer, UTexture2D::StaticClass(), BaseName);
#endif
       UTexture2D* NewTexture = NewObject<UTexture2D>(GetTransientPackage(), NAME_None, RF_Transient);
       NewTexture->PlatformData = new FTexturePlatformData();
       NewTexture->PlatformData->SizeX = InSizeX;
       NewTexture->PlatformData->SizeY = InSizeY;
       NewTexture->PlatformData->PixelFormat = InFormat;
       // Allocate first mipmap and upload the pixel data
       int32 NumBlocksX = InSizeX / GPixelFormats[InFormat].BlockSizeX;
       int32 NumBlocksY = InSizeY / GPixelFormats[InFormat].BlockSizeY;
       FTexture2DMipMap* Mip = new(NewTexture->PlatformData->Mips) FTexture2DMipMap();
       Mip->SizeX = InSizeX;
       Mip->SizeY = InSizeY;
       Mip->BulkData.Lock(LOCK_READ_WRITE);
       void* TextureData = Mip->BulkData.Realloc(NumBlocksX * NumBlocksY * GPixelFormats[InFormat].BlockBytes);
       FMemory::Memcpy(TextureData, PixelData.GetData(), PixelData.Num());
       Mip->BulkData.Unlock();
       NewTexture->UpdateResource();
       return NewTexture;
}