@: Have you tried this puppy on Linux and Mac yet?
I am keen to start using this but I don’t want to get too much of the happy if it doesn’t work on Linux or Mac yet … Linux and Mac is very important to the direction of my project. 8-}
On a side note, do you want me to remove Release 1.0 from the title of your thread?
[QUOTE=;287583]
@: Have you tried this puppy on Linux and Mac yet?
I am keen to start using this but I don’t want to get too much of the happy if it doesn’t work on Linux or Mac yet … Linux and Mac is very important to the direction of my project. 8-}
On a side note, do you want me to remove Release 1.0 from the title of your thread?
That would be great if you could, and if possible remove the Linux support and live resize from the poll.
I have tested this briefly on Linux before and everything seemed to work just fine. There is an issue with running the editor natively on Linux, but if you’re using a Windows editor and cross-compile to Linux it should work just fine!
OSX Support is coming soon, I’ll be picking up a used Mac Pro real soon.
Okay the title has been fixed. I can’t change polls unfortunately … sorry.
Okay cool … I use the Windows Editor … but the game is going to support Linux Client and Mac Client as well as a Linux dedicated server. I am going to integrate it in this weekend, need to change my current game UI … UMG is just not doing it for me anymore.
Okay the title has been fixed. I can’t change polls unfortunately … sorry.
Okay cool … I use the Windows Editor … but the game is going to support Linux Client and Mac Client as well as a Linux dedicated server. I am going to integrate it in this weekend, need to change my current game UI … UMG is just not doing it for me anymore.
Thanks. 8-}
Thank you very much!
If you plan on using BLUI along with a dedicated server, I would recommend adding this small change by Shammah on his fork:
I thought I should pop by and say your latest master source with the command configurations have really helped with the interaction performance of BLUI for me.
I set the CPURenderSettings flag to false and added:
So now my interaction (hover, click animations) are pretty much there now and almost match using a standard browser.
I still have slow javascript load times and process times though but now it really does try and use all my CPU (hits 25% on a 4 core machine (100% on 1st CPU)). Possibly the javascript I am trying to use is a little too complicated.
I was thinking – I know that multi-threaded CEF is windows only but would you be able to integrate this with a flag to set somewhere? Perhaps only enable it on windows? I was thinking of integrating it myself but I would rather you did this yourself as it is your baby after all ;).
I will look into the possibility of multi thread event loops. It will require a lot of changes as it requires your own implementation of communication between browsers and clients.
[QUOTE=;291340]
I will look into the possibility of multi thread event loops. It will require a lot of changes as it requires your own implementation of communication between browsers and clients.
As a side note, how intensive is your JavaScript?
I am testing with sql.js and alasql.js.
Performance tests are shown here with various chromnium and other browsers.
If all this fails I can always go back to using C++ for my Sqlite commands and parse the data back using . Just made my life easier coding all the front end using html/js (outside UE4) :).
[QUOTE=paulv2k4;291373]
I am testing with sql.js and alasql.js.
Performance tests are shown here with various chromnium and other browsers.
If all this fails I can always go back to using C++ for my Sqlite commands and parse the data back using . Just made my life easier coding all the front end using html/js (outside UE4) :).
In general I tend to recommend keeping stuff like selecting and manipulating data out of the UI.
UI code really should only be displaying information, running animations and taking input etc.
I found similary project RadiantUI, but your is open soure = better :D. Unfortunately I have problems with both. I cant package this project. When I download your example project all work great, but in package I have missing libcef.dll. I found page https://cefbuilds.com/, download file on win64 and copy all libry from realase to BLUIDemo\Binaries\Win64. What I am doing wrong?
My error:
[QUOTE=avrkwiat;293052]
Nice project and thx for your work.
I found similary project RadiantUI, but your is open soure = better :D. Unfortunately I have problems with both. I cant package this project. When I download your example project all work great, but in package I have missing libcef.dll. I found page https://cefbuilds.com/, download file on win64 and copy all libry from realase to BLUIDemo\Binaries\Win64. What I am doing wrong?
My error:
Some reason the forum system didn’t notify me of this post!
Were you the one who commented on the video? If not, let me know if you’re still having this problem!
The first one is that key events are fired three times for each keypress. So every time I press a key, the message this is a key event appears three times in the debug console.
It works fine if I try to type something into Google’s search field, though.
<html>
<head>
<script>
function keyEvent(event) {
console.log("this is a key event");
}
</script>
</head>
<body onkeyup="keyEvent(event)">
</body>
</html>
The second issue is with dragging. It seem that the *dragend *event does not fire. After releasing the mouse, the dragging continues. Clicking stops the dragging but the event is still not fired.
The first one is that key events are fired three times for each keypress. So every time I press a key, the message this is a key event appears three times in the debug console.
It works fine if I try to type something into Google’s search field, though.
<html>
<head>
<script>
function keyEvent(event) {
console.log("this is a key event");
}
</script>
</head>
<body onkeyup="keyEvent(event)">
</body>
</html>
The second issue is with dragging. It seem that the *dragend *event does not fire. After releasing the mouse, the dragging continues. Clicking stops the dragging but the event is still not fired.
Hello there,
Thanks for reporting the issue on triple key input, should only be firing two when doing a character press (one for the character press and one for the key up event), making a commit to the master now that will fix that. (Will be in the next release, or you may apply the changes yourself!)
As for dragging, I’m not seeing any issues here (testing with: https://jqueryui.com/draggable/) I can drag and drop it without any problems.
What methods/nodes are you using to trigger the mouse input?
It fires just once in Firefox and Chrome as it should, because the event is keyup:
<body onkeyup="keyEvent(event)">
While using the plugin the event is fired in sequences of three when holding down a key.
For dragging I am using an IMG which has draggable set to true. I am dropping it on a DIV which has an ondrop event. The IMG itself also has a *dragend *listener but it does not fire.
Here’s an early version of my code Maybe it will be better for you to set up a separate drag and drop example because mine has additional code that reacts upon clicking on the IMG.
It fires just once in Firefox and Chrome as it should, because the event is keyup:
<body onkeyup="keyEvent(event)">
While using the plugin the event is fired in sequences of three when holding down a key.
For dragging I am using an IMG which has draggable set to true. I am dropping it on a DIV which has an ondrop event. The IMG itself also has a *dragend *listener but it does not fire.
Here’s an early version of my code Maybe it will be better for you to set up a separate drag and drop example because mine has additional code that reacts upon clicking on the IMG.
I have fixed the key issue, now only fires one keyup. CEF3 does not support native drag and drop when in off screen rendering mode. A JavaScript implementation is needed.
I make a project ,and find the BLUI plugin can be use just in development mode.
When change the mode to development editor mode in vs2013, it is not ok for me.
And the same error happen in the demo.
I fine the reason is that ,the RenderHandler::OnPaint() function is not called when in the Unreal editor mode.
But i can do nothing.
btw, my unreal engine version is 4.7.3. and the plugin is new.