BLUI Open Source HTML5/JS/CSS HUD/UI

How to “zooming” html UI without mouse bugs: If i change 1920x1080 to 800x600 mouse coordinates is not working correctly?

Hello everyone!

This is a really long update/wall of text. So I apologize in advance.
Kinda like a “State of the BLUI” address, I dunno:

Time: Wanted to apologize for my late or lack or responses or activity on the plugin.
As some of you may know, I’m currently a full time student studying computer science, and when I’m not a student I’m a software developer over the summer.
Time tends to be a really finicky thing for me, and I try to balance it out between the projects I’m trying to work on. At the moment I have quite a few things that are going taking priority over BLUI (which is a free plugin, and open source etc.)
Not saying that because I don’t make any funds off it that I ignore it, but it ends up lower on the list of priority.
Compared to some research being done with a professor at college, a job, game concepts I’m developing (both in UE4 and not), and basic classes, I tend to pick the things that affect my life :stuck_out_tongue:

Consoles: Yeah, this probably isn’t happening. The process for getting approved for development and kits is something I can’t even come close to in terms of requirements. They want real functioning products, not concepts. While it would be to see BLUI running on a PS4 or XBOX One, it seems like it’s a dream rather than a reality. I’ve applied to all the programs, mostly just never heard back from the companies. So that’s where I stand on that matter.

Bugs and Support: I really do try to get to all GitHub Issues and emails. But it sometimes takes me a while. I have limited resources in my apartment at college, I lack OSX and Linux machines up here with me to test or upgrade massive parts of the plugin like the CEF3 version. (Compiling and testing that usually takes almost an entire day!)

The Future: I’m still around! But I’m actually starting to see BLUI stagnant, and I’m honestly not sure where I can take it next. In terms of features etc.
I started this project over a year ago in my college dorm room. It has become something muuuuuch larger than I ever expected it to become. I have all of you to thank for that (as well as Epic Games themselves!) If any of you have any ideas about how I could possibly get this project pushing forward again, feel free to post here or email me in private!

Alright, that’s enough of boring updates for now. Hope you all have a good weekend!

[QUOTE=;469025]
Hello everyone!

This is a really long update/wall of text. So I apologize in advance.
Kinda like a “State of the BLUI” address, I dunno:

Time: Wanted to apologize for my late or lack or responses or activity on the plugin.
As some of you may know, I’m currently a full time student studying computer science, and when I’m not a student I’m a software developer over the summer.
Time tends to be a really finicky thing for me, and I try to balance it out between the projects I’m trying to work on. At the moment I have quite a few things that are going taking priority over BLUI (which is a free plugin, and open source etc.)
Not saying that because I don’t make any funds off it that I ignore it, but it ends up lower on the list of priority.
Compared to some research being done with a professor at college, a job, game concepts I’m developing (both in UE4 and not), and basic classes, I tend to pick the things that affect my life :stuck_out_tongue:

Consoles: Yeah, this probably isn’t happening. The process for getting approved for development and kits is something I can’t even come close to in terms of requirements. They want real functioning products, not concepts. While it would be to see BLUI running on a PS4 or XBOX One, it seems like it’s a dream rather than a reality. I’ve applied to all the programs, mostly just never heard back from the companies. So that’s where I stand on that matter.

Bugs and Support: I really do try to get to all GitHub Issues and emails. But it sometimes takes me a while. I have limited resources in my apartment at college, I lack OSX and Linux machines up here with me to test or upgrade massive parts of the plugin like the CEF3 version. (Compiling and testing that usually takes almost an entire day!)

The Future: I’m still around! But I’m actually starting to see BLUI stagnant, and I’m honestly not sure where I can take it next. In terms of features etc.
I started this project over a year ago in my college dorm room. It has become something muuuuuch larger than I ever expected it to become. I have all of you to thank for that (as well as Epic Games themselves!) If any of you have any ideas about how I could possibly get this project pushing forward again, feel free to post here or email me in private!

Alright, that’s enough of boring updates for now. Hope you all have a good weekend!

I guess the hardest thing for me is that people don’t seem to really wanna share ‘what works’. Once I’ve got the core stuff finalized I had planned on sharing some of the basic stuff, supply you with our ‘call any function’ node so there isn’t string checks required.

I do have an older mac mini I can test stuff for you if you would like to help there.

Other than smaller process stuff it really just comes down to performance updates, keeping CEF updated and merging in updates from us users. I think Blui falls into the same area of other places where web tech is used. The people that use webtech don’t generally work with other langs so we are stuck with node based and can’t fix/expand.

I’ll chat with my Co-Project leader and see if we can share our UI blueprint minus our game functions. All the HTML stuff will be open to the public anyway so might as well share it. Blui is the only way we can create the HUD our game has always had (we were using the low quality Awesomium with our older engine).

-A

[QUOTE=florentine3d;468938]
How to “zooming” html UI without mouse bugs: If i change 1920x1080 to 800x600 mouse coordinates is not working correctly?

I had a post a few pages back where I shared a screenshot of what I did in our blueprints to create a responsive webview, check it out and see if it works for you!

[QUOTE=;469025]
Hello everyone!

This is a really long update/wall of text. So I apologize in advance.
Kinda like a “State of the BLUI” address, I dunno:

Time: Wanted to apologize for my late or lack or responses or activity on the plugin.
As some of you may know, I’m currently a full time student studying computer science, and when I’m not a student I’m a software developer over the summer.
Time tends to be a really finicky thing for me, and I try to balance it out between the projects I’m trying to work on. At the moment I have quite a few things that are going taking priority over BLUI (which is a free plugin, and open source etc.)
Not saying that because I don’t make any funds off it that I ignore it, but it ends up lower on the list of priority.
Compared to some research being done with a professor at college, a job, game concepts I’m developing (both in UE4 and not), and basic classes, I tend to pick the things that affect my life :stuck_out_tongue:

Consoles: Yeah, this probably isn’t happening. The process for getting approved for development and kits is something I can’t even come close to in terms of requirements. They want real functioning products, not concepts. While it would be to see BLUI running on a PS4 or XBOX One, it seems like it’s a dream rather than a reality. I’ve applied to all the programs, mostly just never heard back from the companies. So that’s where I stand on that matter.

Bugs and Support: I really do try to get to all GitHub Issues and emails. But it sometimes takes me a while. I have limited resources in my apartment at college, I lack OSX and Linux machines up here with me to test or upgrade massive parts of the plugin like the CEF3 version. (Compiling and testing that usually takes almost an entire day!)

The Future: I’m still around! But I’m actually starting to see BLUI stagnant, and I’m honestly not sure where I can take it next. In terms of features etc.
I started this project over a year ago in my college dorm room. It has become something muuuuuch larger than I ever expected it to become. I have all of you to thank for that (as well as Epic Games themselves!) If any of you have any ideas about how I could possibly get this project pushing forward again, feel free to post here or email me in private!

Alright, that’s enough of boring updates for now. Hope you all have a good weekend!

I really need the 3.1 update demo project to start working on it

Maybe somebody in the community should take over the project, make pull requests and leave the original author just to accept/refuse them?

Or generate a secondary project?

BLUI is too good to leave it.

has received a grant from Epic to continue work on it. However, he isn’t quite willing to sacrifice his degree, and thereby his future, to be at everyone’s beck and call. Obviously, during summer hols he would probably be more available.

I do understand the sentiment and I have in fact forked BLUI in order to be able to submit pull requests. My single pull request so far has been accepted within a few days. generally responds only on the weekends, being in full time education the rest of the time.

However, right now I’m pretty much stuck in that I can’t manage to compile a working cef/BLUI for OSX from scratch using the Chromium, Cef and BluBrowser repos. What I have compiles fine but when linking, complains about a lot of std:: symbols missing.
There are two ways to resolve this: Add libstdc++.dylib to the dependencies of the plugin, or switch deployment target from 10.6 to 10.7 and switch the components to use libc++.dylib instead.
However, once linked, the result is not loadable and there isn’t a way I have found to get any detail about the failure out of the editor. All I get is:

Plugin BLUI could not be loaded because Blu failed to load.

Nothing in the log and nothing on the screen. Just that.

I’ve been stuck for three weeks now so I feel your pain. The binary built doesn’t allow keyboard input into the UI. On Windows it works fine but not all of the world is Windows.

I’m still trying but any and all help is appreciated. By now I tend to believe that some important file needed for from-scratch building on OSX is missing.

[QUOTE=Melanie_T;470764]
has received a grant from Epic to continue work on it. However, he isn’t quite willing to sacrifice his degree, and thereby his future, to be at everyone’s beck and call. Obviously, during summer hols he would probably be more available.

I do understand the sentiment and I have in fact forked BLUI in order to be able to submit pull requests. My single pull request so far has been accepted within a few days. generally responds only on the weekends, being in full time education the rest of the time.

However, right now I’m pretty much stuck in that I can’t manage to compile a working cef/BLUI for OSX from scratch using the Chromium, Cef and BluBrowser repos. What I have compiles fine but when linking, complains about a lot of std:: symbols missing.
There are two ways to resolve this: Add libstdc++.dylib to the dependencies of the plugin, or switch deployment target from 10.6 to 10.7 and switch the components to use libc++.dylib instead.
However, once linked, the result is not loadable and there isn’t a way I have found to get any detail about the failure out of the editor. All I get is:

Plugin BLUI could not be loaded because Blu failed to load.

Nothing in the log and nothing on the screen. Just that.

I’ve been stuck for three weeks now so I feel your pain. The binary built doesn’t allow keyboard input into the UI. On Windows it works fine but not all of the world is Windows.

I’m still trying but any and all help is appreciated. By now I tend to believe that some important file needed for from-scratch building on OSX is missing.

Have you tried launching your OSX project from within XCode, it might tell you exactly what failed to load in the output logs.

Yes. It makes no difference.This isn’t a crash that one could debug but a neat little dialog box telling me that and just that, then exiting normally. No signal, no debugger break, nothing in the logs and also no console output even if I launch the editor with an attached terminal.
I’m beginning to think that it may not be possible to build Chromium/cef/BLUI from scratch on Yosemite.

Can you paste the entire runtime output from xcode to when it fails into a pastebin? Just would like to take a look.

I just wanted to flag up an issue that I found while using BLUI - I was basically a serial abuser of BLUI and while my dev machine coped nicely with it, the machine I deployed to occasionally crashed.

I was using 9 BLUI instances (Yes 9) to render graphics elements - these were 4 1024x1024 image buffers and 5 similarly large ones to render 5 different chunks of text. Because I was a complete HTML lamer I was reloading each page simultaneously at a given point in the game, then loading in JS calls to create DIV elements which would contain the images and text etc. This was the point where the engine would occasionally crash.

It took me a while to locate the problem of my crashing and I think it was during the reload/refresh cycle of BLUI - The engine would show a render thread error. When I switched - experimentally - to OpenGL I could see the problem manifest in blank textures rather than an engine crash.

FYI - I was using a timer based check with the still-loading node (Or whatever it’s called) so I wasn’t making the JS calls until the node said the reload was done.

Anyway - I fixed this all (By learning a bit more HTML) and rendering all of my elements to a single page and using colour channels as individual alpha masks for each of my text elements which I can isolate in the material editor later. Also - and possibly key to it - i’m no longer reloading the page each time, but using JS to replace elements.

My overall experience is positive with BLUI and HTML on the whole - so massive thanks to for creating this plugin. I use the engine in a slightly unusual way and plugins like this - where I can dynamically load elements -are very important to my workflow.

Anyway - just putting this out there in case of anyone else having this - admittedly rare - problem,

Another thing - for anyone who can help me - I’d like to create a snapshot texture from BLUI - so I can procedurally create assets in the background and grab them to a texture array - I can’t for the life of me work out how to do this - I can only get a reference to the live blui buffer. Any ideas?

Dan

Can I use “Execute Javascript With Params” node without creating UI widgets, materials, just simple install and build UE project and creating node “Execute Javascript With Params” without any else?

[QUOTE=florentine3d;491940]
Can I use “Execute Javascript With Params” node without creating UI widgets, materials, just simple install and build UE project and creating node “Execute Javascript With Params” without any else?

BLUI does not contain a standalone Javascript engine, but I assume you just want to run some scripting on the page without displaying it. This is possible, just don’t create a place to render the texture.
If the main goal is to just run Javascript, I suggest you take a look at Unreal.js

Hello everyone, state of the plugin time!

I’m still alive and I haven’t just abandoned the plugin. It’s just that I’m a bit busy!
What’s going on right now, is I’m working on an automated build script to create a packaged version of the plugin.
This will build from source, meaning it will pull down CEF3 and the Chromium codebases, as well as the custom BluBrowser code.
It will apply patches and build the entire plugin from source. It will also generate the debugging symbols for CEF3.

It takes a ***looooong ***time. Upwards of an hour.

But it should help speed up moving to newer versions of Chromium and CEF, as well as help those who want to toy with lower level bits of the plugin.
I have it almost finished and working on Windows so far, OSX and Linux will be next.

The next release of BLUI will include some keyboard fixes from the community, and a new version of CEF (Build 2623 - Chromium 49.0.2623.87)

  • Shea

Just beautiful .

Does anyone else have problems with crash in a deployed project? I tried integrating BLUI with my UE4 project by following the QuickStart-guide and using the ExampleHUD blueprint. In the editor is works fine, even when running as “standalone game”. But when deploying for Win64 I get a crash on LoadURL().

I tried to add some debug logs in BluEye.cpp and it turns out the problem is that the browser object is NULL, i.e. CefBrowserHost::CreateBrowserSync returns zero in UBluEye::init.

I find it strange that this only happens in a deployed project, does anyone have a clue on why this might happen?

[QUOTE=C.Hallqvist;499149]
Does anyone else have problems with crash in a deployed project? I tried integrating BLUI with my UE4 project by following the QuickStart-guide and using the ExampleHUD blueprint. In the editor is works fine, even when running as “standalone game”. But when deploying for Win64 I get a crash on LoadURL().

I tried to add some debug logs in BluEye.cpp and it turns out the problem is that the browser object is NULL, i.e. CefBrowserHost::CreateBrowserSync returns zero in UBluEye::init.

I find it strange that this only happens in a deployed project, does anyone have a clue on why this might happen?

I second this, any fixes for this crash? It occurs whenever i use a widget with Blue

hy, can i ask what unreal version support for BLUI. because using unrealengine 4.10 and 4.11, unreal says to rebuild manually.

[QUOTE=C.Hallqvist;499149]
Does anyone else have problems with crash in a deployed project? I tried integrating BLUI with my UE4 project by following the QuickStart-guide and using the ExampleHUD blueprint. In the editor is works fine, even when running as “standalone game”. But when deploying for Win64 I get a crash on LoadURL().

I tried to add some debug logs in BluEye.cpp and it turns out the problem is that the browser object is NULL, i.e. CefBrowserHost::CreateBrowserSync returns zero in UBluEye::init.

I find it strange that this only happens in a deployed project, does anyone have a clue on why this might happen?

In reply to my own question, I believe the problem was that the experimental “Web Browser” widget plugin was enabled. When I disabled that, BLUI seems to work also in deployed mode, so I guess there is some conflict between these two.

[QUOTE=C.Hallqvist;505779]
In reply to my own question, I believe the problem was that the experimental “Web Browser” widget plugin was enabled. When I disabled that, BLUI seems to work also in deployed mode, so I guess there is some conflict between these two.

That’s an interesting conflict, I’ll have to look into this!