BLUI Open Source HTML5/JS/CSS HUD/UI

Could someone post some working example of executing javascript (blueprint node “Execute JS”) compatible with Adobe Edge code?

[QUOTE=Ragir;449223]
I’m getting a laggy performance inside the engine, while the browser runs at a stable 60fps. It looks like css animations are choppy, but fading in and out elements appears smooth.

Browser reports 60fps, while the engine’s fps counter is at 120 and it’s still a bit laggy when I’m moving elements with jQuery .animate or by changing element’s class.

Have you tired looking at the CPU saver Boolean and Chromium flags?

https://github.com//BLUI/blob/master/Source/Blu/Private/BluManager.cpp#L18

[QUOTE=;451540]
Have you tired looking at the CPU saver Boolean and Chromium flags?

https://github.com//BLUI/blob/master/Source/Blu/Private/BluManager.cpp#L18

That did it, thanks! Is there a reason why the CPU saver is true by default?

Hi

When do you think we’ll have access to your 3.0 demo project ??

Thanks!
Jim

Hi. congratulations for this plugin. It is . but I have problem about mouse cursor. when tried use mouse cursor its working,but I cant leave from browser. here is my BP


. So how can I achive it? and also what is the rules of commercial. I want use it in my project. thanks.

Hey BLUI enthusiasts,
I’ve updated BLUI in my fork containing the changes I required for NexusVR.

In general these are two main functionality updates:
-Added support for downloading files, callbacks available as multicast delegates bindable on BluEye object. Changed RenderHandler to BrowserHandler to forward all types of callbacks to BluEye
-Updated CEF to 2556 allowing fullscreen api support, now you can open e.g. youtube and hit the fullscreen button and it will just work. Still pending updates to allow you to trigger this programmatically.

Here’s the fork: blui (Brian Lui) · GitHub

Here’s a working release: https://github.com//BLUI/releases/tag/v3.1.1-dev (Windows only)

haven’t made any pull requests yet as I want a bit more thought and discussion into the overall callback architecture before suggesting such changes to master.

[QUOTE=;460082]
Hey BLUI enthusiasts,
I’ve updated BLUI in my fork containing the changes I required for NexusVR.

In general these are two main functionality updates:
-Added support for downloading files, callbacks available as multicast delegates bindable on BluEye object. Changed RenderHandler to BrowserHandler to forward all types of callbacks to BluEye
-Updated CEF to 2556 allowing fullscreen api support, now you can open e.g. youtube and hit the fullscreen button and it will just work. Still pending updates to allow you to trigger this programmatically.

Here’s the fork: blui (Brian Lui) · GitHub

Here’s a working release: https://github.com//BLUI/releases/tag/v3.1.1-dev (Windows only)

haven’t made any pull requests yet as I want a bit more thought and discussion into the overall callback architecture before suggesting such changes to master.

Some updates in here! There are some semantic changes that might need to be done before I can merge it into master. Also, as stated before, I’ll have to update the CEF release

Getting no keyboard input to to the browser

Hi,

I have created a level for my login screen, which is supposed to be HTML loaded from the game server.
I have also created a UMG widget blueprint and added an Image widget, set to fill the entire area.

My level blueprint creates the BLUI instance and sets it up to load a initial page (BP: BLUI Level Blueprint)

That all works fine, including resizing.

I then added the necessary plumbing to the widget blueprint for the mouse and some functions (BLUI Widget Blueprint 1)
I omitted MouseUp handling here for brevity, it is identical to MouseDown but with the relevant nodes.

I also added the keyboard handlers (BP: BLUI Widget Blueprint 2)

I can set breakpoints in the blueprints to observe that the keyboard events really fire. Then I started the editor in the debugger and was able to confirm that the events actually get sent to the CEF component.

However, keyboard input doesn’t become visible (tried google search, can’t enter any terms but mouse and wheel work perfectly).

I then observed that clicking outside the text box would cause the text box to lose focus and the caret to be hidden. Pressing any key would cause the text box to be refocused and the caret to appear, however, no text is entered. If the key event blueprint functions are removed, this doesn’t happen, the caret stays hidden and no focus change takes place.

I can only conclude that the keystrokes are actually passed all the way to the browser and then dropped on the floor.

This is on OSX, engine 4.10.0 and the most recent BLUI packaged release.

Can maybe anyone shed some light on the issue?

Thanks for taking the time to look at it.

Any chance for MAC support for BLUI?

Look at my post just above yours. That was all done on Mac :wink:

As an update to post #428, keyboard input using the unmodified project under Windows works perfectly. The keyboard bug seems to be OSX only.

Look at my post just above yours. That was all done on Mac :wink:

that is interesting indeed. I can’t even load the plugin due to error “missing or incompatible modules in BLUI plugin”
edit: plugin v 3.1.1 ue 4.10

My system is OSX Yosemite 10.10.5, fully up-to-date with XCode 7.2 (7C68), UE 4.10 and I downloaded the plugin a week ago but have upgraded to the git version since. Do you have the output log for that compile?

[QUOTE=Wulzron;456236]
Hi

When do you think we’ll have access to your 3.0 demo project ??

Thanks!
Jim

little up =D

Hey hey!

Everything is moving smoothly, even created a nice window manager for our game and Blui is performing great!

I have hit a snag though when pausing the game. How can we pause the game but still allow the Blui ui to not be paused as well? As soon as the game is paused with the pause game node, the Ui is no longer responding. I just can’t quite figure this out so if anyone has an idea, I’m all ears!

The same thing happens in Unity and it’s GUI, the simplest way would be to time scale = 0.0000001, but I’ll be interested in a proper answer as well!

[QUOTE=Ragir;467779]
The same thing happens in Unity and it’s GUI, the simplest way would be to time scale = 0.0000001, but I’ll be interested in a proper answer as well!

From testing I’ve found that the UI isn’t actually paused, it is that the blui event tick isn’t ticking since the tick is in the level and the level is paused. I placed a blui tick in the ui widget blueprint on an event tick (I use one to handle the responsive webview) and the UI works EXCEPT that there is then an issue of the game flipping between game mode and ui mode.

Just not sure if we can/should put the blu tick and the execute js node into the widget blueprint of it it needs to be in the level file itself? It makes sense that an ingame UI render would pause when the game pauses so having the tick in the actor if it has a UI rendered with/to it but not the hud and having the tick in the level itself.

Maybe the solution for this particular problem is to do the tick in the GameMode (in C++), old style?

So does 3.11 work in UE 4.10?

[QUOTE=Melanie_T;468184]
Maybe the solution for this particular problem is to do the tick in the GameMode (in C++), old style?

I’m not sure. I’ll talk to our C++ guy. I’m just a front end web dev/designer, lol. I am stuck with blueprint nodes. I’m hoping jumps on some point in time but know he is a pretty busy dude. Once the pause stuff is worked out I can go about fleshing our our HUDs.