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HotHUD - A C++ HUD window manager for Blueprints

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    HotHUD - A C++ HUD window manager for Blueprints

    Greetings (and happy holidays),

    I've been tinkering with UE for a short while and thought I'd share some code I've been working on to make dynamic HUDS a little easier to manage - I call it 'HotHUD', and you can get the code off my GitHub at https://github.com/NeTTwerk/HotHUD.

    I'll be updating the code regularily as my requirements evolve (and as good graphics assets for window chrome become available), and welcome constructive feedback.

    The (large) screenshot below is of a construction script of a BP derived from a HotHUD which creates 3 backpacks with a few items in the first two which can be dragged and dropped
    by the player (Dropping isn't actually done yet - probably finish it up tomorrow).

    Click image for larger version

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    Link to a short video of the thing as it works today: https://www.youtube.com/watch?v=xgui...ature=youtu.be

    And finally a snippet of the C++ header file which gives a little more juice:

    * Thanks for checking out HotHud, a window manager for the UE 4.6 HUD. With HotHud,
    * you can easily create complex user-interfaces via blueprints *at runtime* with all
    * of the window manager complexity taken care of for you. I developed (and am
    * continuing to develop) HotHud mainly as a way of exploring UE and well.. because I
    * needed a good HUD for my project .
    *
    * Some of HotHuds notable features include:
    * - Dynamic player movable windows with title-bars, borders..
    * - Single / Multi-line player editable text-boxes.
    * - TileGrid controls for displaying lists of items which can be dragged & dropped
    * by the player.
    * - Easy(?) to deal with co-ordinate system (controls are relative to their parent).
    *
    * List of things I'm working on and hoping to get done soon:
    * - Smart automatic scroll-bars.
    * - More controls
    * - Texture support for window chrome.
    *
    *
    * CAVEATS / LIMITATIONS / BUGS:
    * - The UE object model is pretty new to me, so I'm likely not interfacing with the
    * engine in 'the best' way, but with tinkering comes wisdom so I have no doubt it
    * will improve over time. Constructive feedback and suggestions as to better
    * use the object model is appreciated.
    *
    * - Textures are not yet supported for window chrome. This will be changed once
    * i have some good textures to use - as it turns out I suck at drawing
    *
    * - Editable text boxes do not work yet.
    *
    * - TextBoxes do not scroll properly yet.
    * - There are lots of internal code cleanups needed - this is very much a work in
    * progress .

    Best,

    -NeTT

    #2
    Nice job
    I expected challenges - but I never thought they'd be so bad, so long, and so frequent.

    Comment


      #3
      Nice, but since is under GPL this useless for people wants to use this in a game.
      Hevedy - Instance Tools: https://hevedy.itch.io/hevedyinstances
      Hevedy - Image Tools: https://hevedy.itch.io/imagetools

      Comment


        #4
        Originally posted by Hevedy View Post
        Nice, but since is under GPL this useless for people wants to use this in a game.
        To say at least, that UE4 Eula excludes any code that is under GPL. Technically you can't even use it with engine .
        https://github.com/iniside/ActionRPGGame - Action RPG Starter kit. Work in Progress. You can use it in whatever way you wish.

        Comment


          #5
          Doh of course it can't be GPL - I'll change the license to BSD.

          Comment


            #6
            It project live or dead? Don't drop it , please!!!
            And thank for BSD.

            Comment


              #7
              Link broken.....

              Comment

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