BLUI Open Source HTML5/JS/CSS HUD/UI

Logs and other things (even building cef from source to get debug info) doesnt seem to give anything useful.
However I managed to find that problem is only on my computer. It works perfectly on second computer. So I suspect I have done some customization with my setup that causes crashing and hopefully it is fixed once I format my computer once Win10 is released. (And this time I am not installing any “N” version since it has caused problems with other things too.)

Hi,

Is there already a BLUIdemo project for 2.6 ?

Thanks!
Jim

[QUOTE=Wulzron;324902]
Hi,

Is there already a BLUIdemo project for 2.6 ?

Thanks!
Jim

I’m in the process of getting that up today!

One of my future projects will be a suite with games that will help people improve memory and reading skills.

I need to display Wikipedia articles and I want it to be readable using VR headsets, can I do this with BLUI?

[QUOTE=masterneme;327990]
One of my future projects will be a suite with games that will help people improve memory and reading skills.

I need to display Wikipedia articles and I want it to be readable using VR headsets, can I do this with BLUI?

Hello, BLUI should work well for your project. But keep in mind the dual cameras when using VR. Much earlier in the thread I had a user who said they did a few modifications to get it working nicely.
I’d get in contact with them.

Great, thanks!

Has anyone packaged this in a project?

I am getting some weird things happening … like the libcef.dll not being packaged and when I do include it the game crashes with a really weird error.

[QUOTE=;330802]
Has anyone packaged this in a project?

I am getting some weird things happening … like the libcef.dll not being packaged and when I do include it the game crashes with a really weird error.

I am also getting this error.

How I Utilize Mouse in Play Game

I Can Setup Blui://MyPage.html more Mouse events in my Javascript menu not Fire… Why?

[QUOTE=BuggD;330982]
I am also getting this error.

I think I figured it out using the documentation from the GitHub page:

[QUOTE]
Copy all contents of {Windows/Linux} Shipping into your packaged game’s GameName/Binaries/{Win64/Linux}, these are the required files for the Chromium process.

Source: https://github.com//BLUI

So what I did was set up the plugin and make sure everything works. I then packaged my game and then copied the files mentioned above to the packaged game folder (i.e. the game I just packaged) and it worked. 8-}

It does add quite a large chunk of size to your game … the libcef.dll is like 50+ MB … so you would have to decide whether the extra size is worth the functionality you require … for me it does.

Hi,

Is BLUI work with Unreal Engine 4.8? I see the plugin in UE4, but ExampleHUD.uasset doesn’t work. When I run the game, I see nothing. I followed you tutorial on the Wiki page. I see some changes in the code in comparison with the tutorial.

EDIT: I have solved the problem - I forgot to add Add to Viewport :).

Thank you for the plugin.

[QUOTE=;330802]
Has anyone packaged this in a project?

I am getting some weird things happening … like the libcef.dll not being packaged and when I do include it the game crashes with a really weird error.

Hello,
I’m currently working on a new release of BLUI (3.0) that will help take care of the packing process for you! In essence you’d be able to drop in the plugin and go. That may be a bit in the future but it’s coming along!

[QUOTE=;333560]
Hello,
I’m currently working on a new release of BLUI (3.0) that will help take care of the packing process for you! In essence you’d be able to drop in the plugin and go. That may be a bit in the future but it’s coming along!

Cool … good job … 8-}

Hi ,

I think I’ve found a bug:

The *onmousemove *event seems to be firing even when the mouse is not being moved.

[QUOTE=OceanCom;333917]
Hi ,

I think I’ve found a bug:

The *onmousemove *event seems to be firing even when the mouse is not being moved.

Hello, could you provide some more information about the potential bug?
What you did and how I could try to reproduce it would help with narrowing down what possibly went wrong.

Thanks!

[QUOTE=;334350]
What you did and how I could try to reproduce it would help with narrowing down what possibly went wrong.

Just assign a function to the onmousemove event and it should normally fire only when the mouse is being moved.



document.body.onmousemove = function () {
    console.log("The mouse is moving");
};


Great work, I haven’t put it in my project yet but appreciate you putting this out there!

[QUOTE=OceanCom;334495]
Just assign a function to the onmousemove event and it should normally fire only when the mouse is being moved.



document.body.onmousemove = function () {
    console.log("The mouse is moving");
};


This may have to do with UMG calling the Mouse Move method anytime the Mouse is actually over the widget. As internally CEF is calling a mouse event whenever BLUIs mouse move method is called.

Hi . Where do we submit crash reports (when the problem ends up in BLUI code, of course) ? :wink:

[QUOTE=;337075]
This may have to do with UMG calling the Mouse Move method anytime the Mouse is actually over the widget. As internally CEF is calling a mouse event whenever BLUIs mouse move method is called.

I think the best way to combat this is to have a “lastMouseX” & “lastMouseY” variable so that you can detect if there have been movement since the last tick.