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    UKDude => Did you ever get things working in 4.11? I'm really struggling too. It might have something to do with the exampleHUD widget not being able to compile properly - I'm getting warnings.

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    I really hope to pull this off. I've been learning some neat tricks with React that I think would be beneficial for what I plan. Hopefully the virtual-DOM thing isn't a problem. I know there's still WIP on events... But there is a REST plugin that just got released in the marketplace.

    Comment


      Originally posted by AaronShea View Post
      Replication should be taken care of in your own methods. The UI should not be replicating anything, just displaying data from your game.
      What about interacting with the html 5 sites that are displayed? Like scrolling down or clicking on links, how can you get all players to see the navigation and cursor movement?

      Comment


        I am using C++ in my game and I would like to do all BLUI initialization and management in C++, however, I have some troubles including the library. It all works well with Blueprints. However, when I add:

        #include "BluEye.h"

        I get a lot of errors. Am I doing something wrong? Do I have to do something special in order to be able to use BLUI in C++? Is there an example which I can look at?

        Comment


          [MENTION=20711]AaronShea[/MENTION]: I must be missing something really obvious here ... for the life of me I can't BLUI to render on a texture on a static mesh ... I keep getting Engine Crashes. I have trawled the forums, tried various things and then trawled the forums some more ... checked the documentation ... but I am still not having any luck.

          Can you help me ... please. 8-}

          EDIT: Never mind ... got it working ... don't you just hate it when that happens.
          Last edited by qdelpeche; 06-04-2016, 06:40 AM.
          Quinton Delpeche
          Founder - Gobbo Games | Designer - The Colony 2174 (Board Game) | Developer - Riders of Asgard

          Comment


            Hi, Just wondering if anyone has a basic BLUI project ( I'm using 4.10) where the Javascript call back to the Engine is working. Got BLUI to load up my page and I can click on a test link that is firing a "blu_event('click_me','hello');" but not getting anything in UE. Have added code in 'ExampleHUD' to just print message to screen as in example given...but it ain't working..... Thanks in advance.

            Comment


              Hi Aaron (Tiny voice) Is there any chance of a 4.12 update please? I love BLUI and am just upgrading my app to use some of the new rendering features of 4.12, but being a c++ newb I can't get by the depricated function in the build file.

              Code:
              'UnrealBuildTool.RulesCompiler.GetModuleFilename(string)' is obsolete: 'GetModuleFilename is deprecated, use the ModuleDirectory property on any ModuleRules instead to get a path to your module.'
              No rush - please don't feel like i'm nagging!

              Thanks again!

              Comment


                Originally posted by Dannington View Post
                Hi Aaron (Tiny voice) Is there any chance of a 4.12 update please? I love BLUI and am just upgrading my app to use some of the new rendering features of 4.12, but being a c++ newb I can't get by the depricated function in the build file.

                Code:
                'UnrealBuildTool.RulesCompiler.GetModuleFilename(string)' is obsolete: 'GetModuleFilename is deprecated, use the ModuleDirectory property on any ModuleRules instead to get a path to your module.'
                No rush - please don't feel like i'm nagging!

                Thanks again!
                Replace

                Code:
                get { return Path.GetDirectoryName(RulesCompiler.GetModuleFilename(this.GetType().Name)); }
                with

                Code:
                get { return ModuleDirectory; }
                in Blu.Build.cs.

                Comment


                  Thanks - almost threw it in but realised the latest download didn't include the CEF. Just running the builder python script for it now - I had to track down 'Patch' though - i'm only hoping it's the right exe.

                  Looks like it's throwing all sorts of errors - do you know where I can get the correct CEF build for this blui build?

                  Dan

                  Comment


                    Brieder, your edit worked perfectly! Updated Blui with Aaron's newer stuff and switched up that line and Blui is working nicely with the newest engine version.

                    Though I do have another issue Aaron. It is in Git as an issue but I'll put it here so that possibly others might see and have a solution too. It isn't breaking, no no but still really annoying. Direct quote from git:

                    _______________________________________________________________________________

                    When using a transparent background for the HUD, elements with a border radius receive a black line halo on the rounded radius.

                    I've seen the same issue with using CEF in other projects like cefPython but doesn't happen in any actual browser.

                    I'm compensating for the issue at the moment with a drop shadow css filter (not active in the attached image).

                    I did find this that might be useful:

                    http://magpcss.org/ceforum/viewtopic.php?f=6&t=13404

                    'You need to set CefWindowInfo.transparent_painting_enabled to true and use HTML content that does not specify a background color.'

                    Click image for larger version

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                    Comment


                      Originally posted by Aricwithana View Post
                      Brieder, your edit worked perfectly! Updated Blui with Aaron's newer stuff and switched up that line and Blui is working nicely with the newest engine version.

                      Though I do have another issue Aaron. It is in Git as an issue but I'll put it here so that possibly others might see and have a solution too. It isn't breaking, no no but still really annoying. Direct quote from git:

                      _______________________________________________________________________________

                      When using a transparent background for the HUD, elements with a border radius receive a black line halo on the rounded radius.

                      I've seen the same issue with using CEF in other projects like cefPython but doesn't happen in any actual browser.

                      I'm compensating for the issue at the moment with a drop shadow css filter (not active in the attached image).

                      I did find this that might be useful:

                      http://magpcss.org/ceforum/viewtopic.php?f=6&t=13404

                      'You need to set CefWindowInfo.transparent_painting_enabled to true and use HTML content that does not specify a background color.'

                      [ATTACH=CONFIG]98411[/ATTACH]
                      Did you commit your changes to a git hub fork. If so I would love to pull in the changes you made to my fork for 4.12
                      Thanks i made the change in my fork and will create pull request after i have tested. https://github.com/ecompositor/BLUI/...df237342323b0a
                      Last edited by ecompositor; 06-20-2016, 03:20 PM.

                      Comment


                        Originally posted by AaronShea View Post
                        That's odd, assuming you're setting the texture parameter sample from the texture from the BLUI object in blueprints it should be working.
                        Are you also calling the tick function in your level?
                        If you want, post a screencap of your blueprint.
                        [MENTION=20711]AaronShea[/MENTION], I'm curious in your 3D widget demo - did you expose TranslateMouseCoordinateFor3DChild from WidgetComponent.cpp in the engine core to account for 3D translation? I ask because the sample ExampleHUD simply jams viewport coords into the BLUI coords input.

                        Comment


                          Hi, does anyone have a compiled version for 4.11 they'd be willing to share? Thanks for any help!

                          Comment


                            [MENTION=20711]AaronShea[/MENTION]: I sent you a PM. I would like to help you maintain this plugin. If you can provide me with instructions on how to get the newest CEF working and any pitfalls you can think of, I will continue to provide the community with working builds going forward.

                            I would really hate to see this plugin fall by the way side and it is only fair to offer my time to assist.

                            EDIT: Got in touch with Aaron via PM and he is going to let me assist him in maintaining the plugin. You guys are going to have to be a little patient while I learn his build steps and get myself familiar with it ... once that is done, I will attempt to provide the latest CEF versions for the current version of Unreal and the 1 older version.

                            I will provide pre-built binaries of the plugins for these two versions and will do my best to maintain the plugin for the community.
                            Last edited by qdelpeche; 07-21-2016, 02:16 AM.
                            Quinton Delpeche
                            Founder - Gobbo Games | Designer - The Colony 2174 (Board Game) | Developer - Riders of Asgard

                            Comment


                              Originally posted by qdelpeche View Post
                              [MENTION=20711]AaronShea[/MENTION]: I sent you a PM. I would like to help you maintain this plugin. If you can provide me with instructions on how to get the newest CEF working and any pitfalls you can think of, I will continue to provide the community with working builds going forward.

                              I would really hate to see this plugin fall by the way side and it is only fair to offer my time to assist.

                              EDIT: Got in touch with Aaron via PM and he is going to let me assist him in maintaining the plugin. You guys are going to have to be a little patient while I learn his build steps and get myself familiar with it ... once that is done, I will attempt to provide the latest CEF versions for the current version of Unreal and the 1 older version.

                              I will provide pre-built binaries of the plugins for these two versions and will do my best to maintain the plugin for the community.
                              Great!!

                              Keep up the good work, I wish you the best luck!

                              Comment


                                Sweet. I needed a 4.12 build like yesterday. I'm super glad someone is looking to help keep this updated. Do your thing man. I'm sure I'm not the only one who will appreciate this work.

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