[QUOTE]
On OS X and Windows you no longer need to copy files next to the UE4Editor binary. None. You can delete all BLUI’s files that live inside the Engine/ directory. As of now BLUI is completely isolated from Unreal’s core files. BluLoad will take care of patching up paths etc. so BLUI will load without ANY modifications to the Engine directory.
You no longer need to copy any files after packaging up your game with the editor. The shipping folder is gone. BLUI’s build file will now take care of that for you. No more manual file copies, no more dropping files into the Engine folder.
(All old setup and ship steps still apply to building for Linux, either in a Cross-Compile manner or on a native Linux machine.)
On top of that, major improvements to render performance, thanks to @bemon on GitHub, UE4 will now only re-draw rectangles of the page that actually updated. It will no longer redraw the entire image for a single small change on the screen!
This is BLUI 3.0, always free, always open source.
I’m a newbie to Unreal Engine, but have big plans for it, particularly in the VR space, and BLUI will definitely be key in what I have planned.
From what I have read/seen so far your work in UI is epic. Thanks so much and keep it up.
Even though Mobile support is not in there yet, I’ll develop as though it is, and when the time comes, see if there is any way I can help contribute to porting BLUI to mobile platforms.
Here is to hoping numerous projects using BLUI get great success, and that in time we can send some overdue recognition and support your way too.
I’m a newbie to Unreal Engine, but have big plans for it, particularly in the VR space, and BLUI will definitely be key in what I have planned.
From what I have read/seen so far your work in UI is epic. Thanks so much and keep it up.
Even though Mobile support is not in there yet, I’ll develop as though it is, and when the time comes, see if there is any way I can help contribute to porting BLUI to mobile platforms.
Here is to hoping numerous projects using BLUI get great success, and that in time we can send some overdue recognition and support your way too.
Thanks!
Mobile support will most likely need to go down another path that won’t use CEF. CEF has no support for mobile as of now.
We’ll see where that goes!
job! Thanks so much for your plugin, it’s really great to use and really impressive. My only issue is the mobile support, such a shame about CEF. Is there any known way (hacky or not) to get interactive html pages on to mobile?
[QUOTE=mint_sauce;344973]
job! Thanks so much for your plugin, it’s really great to use and really impressive. My only issue is the mobile support, such a shame about CEF. Is there any known way (hacky or not) to get interactive html pages on to mobile?
Thanks!
I’d have to take a look at the best way to do that. I’d really only be able to test it on Android as I don’t have an iOS device on hand.
It may be a while before I can take a look at mobile due to work, life and classes starting up again soon.
I’ve been unable to get the BLUIDemo working on my machine (it appears to be for an older version of BLUI?), so I am unsure if I am doing things correctly.
I have managed to get my page to display as inside a UMG widget with the following blueprint: (I set the widget to fill the whole screen)
This works fine, and fills the UMG widget. However, if my screen is resized, the whole thing becomes a bit warped and doesn’t resize to fit again.
I attempted some logic like the following:
All this proceeded to do was make my computer completely crash (with no BSoD) and reboot. This happened every time I tried to call ‘Resize Browser’. If I replace ‘Resize Browser’ with a couple of 'Print String’s, I get the correct sizes printing.
I thought maybe it was an issue of the function being called too often (with even a small resize, it was printing a ton of sizes out with the 'Print String’s), so I stopped firing it from the resize and attached it to a single button click. This again crashed my whole machine. I’m not quite sure where to even begin debugging this, any help or advice would be appreciated!
[QUOTE=R4wizard;346042]
I’ve been unable to get the BLUIDemo working on my machine (it appears to be for an older version of BLUI?), so I am unsure if I am doing things correctly.
I have managed to get my page to display as inside a UMG widget with the following blueprint: (I set the widget to fill the whole screen)
This works fine, and fills the UMG widget. However, if my screen is resized, the whole thing becomes a bit warped and doesn’t resize to fit again.
I attempted some logic like the following:
All this proceeded to do was make my computer completely crash (with no BSoD) and reboot. This happened every time I tried to call ‘Resize Browser’. If I replace ‘Resize Browser’ with a couple of 'Print String’s, I get the correct sizes printing.
I thought maybe it was an issue of the function being called too often (with even a small resize, it was printing a ton of sizes out with the 'Print String’s), so I stopped firing it from the resize and attached it to a single button click. This again crashed my whole machine. I’m not quite sure where to even begin debugging this, any help or advice would be appreciated!
Thanks for reporting that, I’ll take a look at what’s going on with the resize method and get back as soon as I can!
Are you waiting at all before firing that resize event or are you trying to call it at the same time you’re calling the init function?
[QUOTE=;348519]
Thanks for reporting that, I’ll take a look at what’s going on with the resize method and get back as soon as I can!
Are you waiting at all before firing that resize event or are you trying to call it at the same time you’re calling the init function?
I’ve tried calling the resize event before and after the init, using both the event tick and a manually fired event (using a UMG button). All solutions resulted in an immediate crash, I stopped fiddling with it though as I can’t obtain any relevant debugging information. Sizing the window before init using ‘set height’ and ‘set width’ work perfectly so I am able to continue with my game without an issue right now, but I’m not big on the idea of end-users needing to restart the game for correct sizing.
[QUOTE=R4wizard;348694]
I’ve tried calling the resize event before and after the init, using both the event tick and a manually fired event (using a UMG button). All solutions resulted in an immediate crash, I stopped fiddling with it though as I can’t obtain any relevant debugging information. Sizing the window before init using ‘set height’ and ‘set width’ work perfectly so I am able to continue with my game without an issue right now, but I’m not big on the idea of end-users needing to restart the game for correct sizing.
Other than that, great plugin. Really nice work!
I’m looking into the resizing issue today, hopefully will have a patch out ASAP!
Hello! I cant install BLUI, im adding PublicDependencyModuleNames.AddRange(new string] { “Blu” }); into my target file and getting error while generating visual studio files
[QUOTE=stunder;351923]
Hello! I cant install BLUI, im adding PublicDependencyModuleNames.AddRange(new string] { “Blu” }); into my target file and getting error while generating visual studio files
You actually don’t need to add that to your project, the plugin will register itself as long as it’s in the Plugins folder
okay. I got it. But now, when im compilling, i got these errors (sorry for russian in errors, im russian)/
1>C:\Users\stunder\Documents\Unreal Projects\MOBA\Plugins\BLUI\ThirdParty\cef\Win\include/base/cef_thread_collision_warner.h(182): error C3646: EMIT_DEPRECATED_WARNING_MESSAGE: неизвестный спецификатор переопределения
1>C:\Users\stunder\Documents\Unreal Projects\MOBA\Plugins\BLUI\ThirdParty\cef\Win\include/base/cef_thread_collision_warner.h(182): error C2059: синтаксическая ошибка: строка
1>C:\Users\stunder\Documents\Unreal Projects\MOBA\Plugins\BLUI\ThirdParty\cef\Win\include/base/cef_thread_collision_warner.h(182): error C2091: функция возвращает функцию
1>C:\Users\stunder\Documents\Unreal Projects\MOBA\Plugins\BLUI\ThirdParty\cef\Win\include/base/cef_thread_collision_warner.h(183): error C2555: base::DCheckAsserter::warn: возвращаемый тип перегруженной виртуальной функции отличается от “base::AsserterBase::warn” и не является ковариантным
1> C:\Users\stunder\Documents\Unreal Projects\MOBA\Plugins\BLUI\ThirdParty\cef\Win\include/base/cef_thread_collision_warner.h(177): см. объявление “base::AsserterBase::warn”
[QUOTE=stunder;352086]
okay. I got it. But now, when im compilling, i got these errors (sorry for russian in errors, im russian)/
1>C:\Users\stunder\Documents\Unreal Projects\MOBA\Plugins\BLUI\ThirdParty\cef\Win\include/base/cef_thread_collision_warner.h(182): error C3646: EMIT_DEPRECATED_WARNING_MESSAGE: неизвестный спецификатор переопределения
1>C:\Users\stunder\Documents\Unreal Projects\MOBA\Plugins\BLUI\ThirdParty\cef\Win\include/base/cef_thread_collision_warner.h(182): error C2059: синтаксическая ошибка: строка
1>C:\Users\stunder\Documents\Unreal Projects\MOBA\Plugins\BLUI\ThirdParty\cef\Win\include/base/cef_thread_collision_warner.h(182): error C2091: функция возвращает функцию
1>C:\Users\stunder\Documents\Unreal Projects\MOBA\Plugins\BLUI\ThirdParty\cef\Win\include/base/cef_thread_collision_warner.h(183): error C2555: base::DCheckAsserter::warn: возвращаемый тип перегруженной виртуальной функции отличается от “base::AsserterBase::warn” и не является ковариантным
1> C:\Users\stunder\Documents\Unreal Projects\MOBA\Plugins\BLUI\ThirdParty\cef\Win\include/base/cef_thread_collision_warner.h(177): см. объявление “base::AsserterBase::warn”
Those warnings are normal, CEF3 for some reason likes to use the OVERRIDE macro rather than the keyword. I don’t have much control over that library, I try to avoid modifying the source of third-party libraries
[QUOTE=;352090]
Those warnings are normal, CEF3 for some reason likes to use the OVERRIDE macro rather than the keyword. I don’t have much control over that library, I try to avoid modifying the source of third-party libraries
[QUOTE=;352093]
Everything should compile just fine, yes
Well, i got error in the end of compilation
ERROR : UBT error : Failed to produce item: C:\Users\stunder\Documents\Unreal Projects\MOBA\Plugins\BLUI\Binaries\Win64\UE4Server-Blu.lib
1> Total build time: 3635,41 seconds
1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets(38,5): error MSB3073: выход из команды “D:\UnrealEngine-promoted\Engine\Build\BatchFiles\Build.bat MOBAServer Win64 Development “C:\Users\stunder\Documents\Unreal Projects\MOBA\MOBA.uproject”” с кодом -1.