[QUOTE=BrUnO XaVIeR;220867]
blu_ue4_process instances are supposed to get killed when we hit the “Stop” button in editor, but the only fade away is if we close UE4 Editor itself. Any ideas on how to fix that? I don’t know if UE4 fires an event whe finishing Play mode that Blui could hookup the BeginDestroy() function.
At current state it causes sever memory leaks in Editor, if you hit Play/Stop many times a lot of parentless processes and textures will be left in memory with no use for them.
Hey @BrUnO XaVIeR, I now see your issue. It seems Unreal Engine calls the constructor script not only on “Play” but then you open the 3D component view of a blueprint. And closing the editor window does not destroy them.
I’m looking into this issue now
So is there a way to check if object exists before going on creation process all over again everytime the Blueprint is open?
Or maybe destroy it everytime the view is closed?! … I don’t know, good luck :S
[QUOTE=BrUnO XaVIeR;221598]
So is there a way to check if object exists before going on creation process all over again everytime the Blueprint is open?
Or maybe destroy it everytime the view is closed?! … I don’t know, good luck :S
I actually was able to solve this using the following snippet:
if (GEngine)
{
if (GEngine->IsEditor() && !GWorld->IsPlayInEditor())
{
UE_LOG(LogBlu, Log, TEXT("Notice: not playing - Component Will Not Initialize"));
return;
}
}
It checks if we’re in editor when we want to init() the BluEye, but then checks to ensure we’re in a play state inside the editor. Preventing the process from spawning.
There are some other changes I made, so take a look at the Github version if you want!
We looked into Coherent, but the pricing was way too high in our opinion. This looks like a cool alternative! Does it support javascript canvas rendering? Can we also give game data to the webpage so we can for example render a minimap of the level?
EDIT: ah, just read the github readme; looks like it’s possible! MIT License is nice as well. I will definitely look into it!
[QUOTE=Shammah;222122]
We looked into Coherent, but the pricing was way too high in our opinion. This looks like a cool alternative! Does it support javascript canvas rendering? Can we also give game data to the webpage so we can for example render a minimap of the level?
EDIT: ah, just read the github readme; looks like it’s possible! MIT License is nice as well. I will definitely look into it!
Hello! Thanks for trying it out!
I’m going to be doing more advanced JavaScript data binding soon. If you happen to use us, spread the word!
If I for example want to create a healthbar and set the health, I assume the only way for now is to execute Javascript code when the health changes; eg: “setHealth(50);”?
Looking forward to see how well this will function when we’ll create our minimap and radar, as it is already implemented in our UDK version:
I also looked at http://paperjs.org/
It didn’t really render smoothly like it does in my normal browser, it felt like it was being rendered at 30FPS with a lot of hiccups.
If I for example want to create a healthbar and set the health, I assume the only way for now is to execute Javascript code when the health changes; eg: “setHealth(50);”?
Looking forward to see how well this will function when we’ll create our minimap and radar, as it is already implemented in our UDK version:
I also looked at http://paperjs.org/
It didn’t really render smoothly like it does in my normal browser, it felt like it was being rendered at 30FPS with a lot of hiccups.
Hello there!
As it’s still in early development things are still being finely tuned. As for the issues you reported I can see them myself as well. I’m working on release 2.0, which includes a ton of revamped methods as well as looking into optimization!
Need bit of the help on how deal with the String to array to an object. It something to pass through the unreal to web and doesn’t seem to read it right. As well how to scale the screen to want to see the UI better.
[QUOTE=Lightnet;222701]
Need bit of the help on how deal with the String to array to an object. It something to pass through the unreal to web and doesn’t seem to read it right. As well how to scale the screen to want to see the UI better.
If you could explain your situation a little bit more that’d be great!
If you want to pass an entire object from Unreal to the browser you need to make it into a properly formatted string, then parse that string in the page’s javascript.
As for scaling, take a look and make sure you set the Width and Height variables properly for your implementation
I thought I should post a small tip here, I have discovered that surrounding your UI display in game with a Post Processing Volume with AA set to “NONE” results in no ghosting of text during movement.
custom add string to add together to make up something like this:
AddList(‘{name:“item”,drop:false,used:false}’);
When try to get unreal to web that it display nothing. When I try the and it didn’t work.
This is from web.
function AddList(stringdata){
myObject = .parse(stringdata);
console.log(myObject .name)
}
It didn’t display any text when I custom and check if the string would display the name.
When I do fullscreen or window or expand for border mode the HUD seem off as fixed on the preset settings.
Hello again, you should take a look at the remote debugger on port 7777
(open the editor, and hit run to start the web view. Then go to http://localhost:7777)
However, your issue is you did not put quotes around your property names like so:
{“name”:“item”,“drop”:false,“used”:false}
As for the issue with re-sizing, BLUI does not support re-sizing on the fly (yet!) but that’s on the list of things to add. Ensure you spawn with the max width and height you want so you know you can scale without issue