BLUI Open Source HTML5/JS/CSS HUD/UI

Any error messages will help in trying to figure out what’s going on.
Post screenshots etc.
Thanks!

I will probably make a video to show this issue

[QUOTE=Lobohotpants;414718]
Can this work in VR?

Got BLUI working in VR for the LeapJam along with some UMG hacks, say hello your new air-touch internet


Grab the experience here.

@ Thanks for an plugin, its really powerful! I’ll be making a pull request later on with some more functions exposed.

I’ve got a question, when I tried to compile BLUI for 4.10 its giving me lots of


 error LNK2038: mismatch detected for '_MSC_VER': value '1800' doesn't match value '1900' in BluPrivatePCH.h.obj

any idea where we can find or compile VS 1900 dlls that would be compatible?

Amazing stuff you got! II await your pull!
As for the errors, that comes from vs2015 and CEF not being compiled with the new VS version. I’m on that now!

BLUI now works with Visual Studio 2015 and UE4.10

Release 3.1 has a new download for VS2015 users. As a reminder, 2015 will be the primary supported version from now on. No more VS2013!

https://github.com//BLUI/releases/tag/3.1

[QUOTE=;419211]
BLUI now works with Visual Studio 2015 and UE4.10

Release 3.1 has a new download for VS2015 users. As a reminder, 2015 will be the primary supported version from now on. No more VS2013!

https://github.com//BLUI/releases/tag/3.1

stuff! Will test 4.10 when I get home today.

I can’t get the 4.10 working on the new update for 3.1. I can’t see to see the page loading as I checking my debug page. I see the log blank. Plus I need to know the new right setup for the blue prints.


update.

I did try both version and it didn’t work for 4.10 on my project build.
I did try to 4.9 version and it work on the vs2013. But not the new VS2015 that didn’t work.

Evening all!

, the rcent update for 4.10 is working like a charm!

I do have some questions for anyone that might have an answer. I’ve attached some images to help show what I"m talking about but I just can not clear up the end render from the webview. I think it has to do with that the widget has to be scaled down and the bitmap texture that is rendered is then of course scaled. This is just a guess for even the actual size before scaling is a bit more blur than one would think it would be.

The actual size image is when the widget is not scaled. The other two are just samples and the webview capture is a direct screen from chrome. It wouldn’t be so bad but the text is so muddy, even up close. If this was just an image it could be sharp and crisp so I’m not sure if I’m doing something wrong or if the plugin code needs to be dug into by one of my team members. I thought to ask here first before having one of them put time into things.

The UI is 1820x2435 and has to have a scale of .029 to get it the right sizing. Oh and I did enable the gpu setting in the blui settings file.

Thanks again!

-Aricwithana

I am new to all of this stuff but have been working with someone who knows blueprints. My game needs to have videos inside it much like what you are doing where the character can go up to a screen and watch a video. This can be through videos as part of the game or through my youtube channel. We have tried the media assets with little success as the sound does not easily match up so I then came across Coherent-labs UI but now I have found what you are doing. This looks like amazing stuff and I want to know if you can have it play through youtube with sound?

Also my project is blueprint only so does this work with just blueprints? Are there people on the forums I could pay to have this setup for me? Any information would be . Thanks

Hi, I’m trying to get the transparency to work od 4.10, using the demo (i got the material and DisplayUI blueprint to work). It’s all fine and with no errors, apart from the alpha not working on elements on website. I’ve got the widget set to 3d, it might be the problem.

Anyway, there’s one DIV with background-color: rgba(0,0,0,0.5); and it shows as black on transparent page background. I’ve also tried a background made of 1x1px white png with 50% alpha, and it looked like 128/128/128 gray material.

It might be the 3d widget part, the material being setup wrongly or something changed in 4.10 - or I’m just missing something, since the example project cannot be opened in 4.10 :stuck_out_tongue:

[QUOTE=Airwaves;422414]
I am new to all of this stuff but have been working with someone who knows blueprints. My game needs to have videos inside it much like what you are doing where the character can go up to a screen and watch a video. This can be through videos as part of the game or through my youtube channel. We have tried the media assets with little success as the sound does not easily match up so I then came across Coherent-labs UI but now I have found what you are doing. This looks like amazing stuff and I want to know if you can have it play through youtube with sound?

Also my project is blueprint only so does this work with just blueprints? Are there people on the forums I could pay to have this setup for me? Any information would be . Thanks

This plugin requires you to have a C++ project, but you can use the plugin (for the most part) without writing any C++ code yourself.
Simple create a C++ project and drop the BLUI folder into your project’s Plugins folder. Should be good to go after a quick recompile of the project. (Make sure you have Visual Studio!)

@Aricwithana

Try messing with the world’s Anti-Aliasing settings, that something I’ve found to cause blurry text.

haha, yea I did that and that just made things jaggy. We’ve determined it is partly the fonts issue. It doesn’t render well as white on color and in scene so we are just going to go black for ingame and white for HUD. lol

Though it did occur to me while I was working with the HTMLMat, is there any way to adjust the render on a display widget like a normal texture/material? Modifications work great when rendering to a mesh surface but not when it is on the display widget. Been playing around with trying to make the UI components glow and keeping the black non-glowing. If the UI was static, that is easy but the UI’s are all dynamic and will change and show real information.

-Aric

Is there a way to debug the url loading in the console log in UE4 since I try to did a simple setup and it fail to load in 4.10. Trying to get the widget to work on the HUD. Plus I have work on the HUD so thing can break that I didn’t wanted to redo my html or the setup.

I compile in 64 bit on 4.9 and only show blank that I can’t tell if fail to load.

[QUOTE=Lightnet;425988]
Is there a way to debug the url loading in the console log in UE4 since I try to did a simple setup and it fail to load in 4.10. Trying to get the widget to work on the HUD. Plus I have work on the HUD so thing can break that I didn’t wanted to redo my html or the setup.

I compile in 64 bit on 4.9 and only show blank that I can’t tell if fail to load.

Are you calling the event tick blueprint node in your level blueprint?

[QUOTE=Aricwithana;424487]
haha, yea I did that and that just made things jaggy. We’ve determined it is partly the fonts issue. It doesn’t render well as white on color and in scene so we are just going to go black for ingame and white for HUD. lol

Though it did occur to me while I was working with the HTMLMat, is there any way to adjust the render on a display widget like a normal texture/material? Modifications work great when rendering to a mesh surface but not when it is on the display widget. Been playing around with trying to make the UI components glow and keeping the black non-glowing. If the UI was static, that is easy but the UI’s are all dynamic and will change and show real information.

-Aric

Have you tried piping the texture into a material instance? I’m not really one to ask when it comes to shaders etc.
More of a programmer, hahah.

What am I doing wrong? I’ve created a blank C++ project - have your build into the plugins folder, followed all steps in order to generate VS2015 files & it builds fine without any errors. I have node for node copied your BP setup to produce a google.com web page as an html page draw to the mainhud. BP screenshot is shown below… I am getting a mid-grey splash with 0 web abilities. even tried blui://HTML/test.html and wont display that either.

4.10 C++ blank code project



Using the node “IsBrowserLoading” I see that it continuously loads… never loads the page. Suggestions?

[QUOTE=walldiv;428383]
Using the node “IsBrowserLoading” I see that it continuously loads… never loads the page. Suggestions?

EDIT: you’re never calling the set size method (set width is never being called in your blueprint, therefore set height isn’t being called either!)

[QUOTE=;429556]
EDIT: you’re never calling the set size method (set width is never being called in your blueprint, therefore set height isn’t being called either!)

I specifically had shown them disconnected for a reason - I’ve tried it with both the sizes connected as well without. neither work