Something for an upcoming release, much more compact property settings in blueprints!
Oh that will make things much cleaner and easier! Is that a chromium flag in the settings there for hardware accel and such?!
On 4.11, I get absolutely no keyboard input in the widget blueprint anymore. All widgets using BLUI are affected although itās not a BLUI problem per se. Something has changed between keyboard/focus handling in 4.10 and 4.11. This is a real showstpper.
[QUOTE=Melanie_T;511433]
On 4.11, I get absolutely no keyboard input in the widget blueprint anymore. All widgets using BLUI are affected although itās not a BLUI problem per se. Something has changed between keyboard/focus handling in 4.10 and 4.11. This is a real showstpper.
Iām observing this issue on my end as well. Filing an issue and will be looking into it soon. May be a little bit however, due to finals and PAX East during this coming week.
[QUOTE=;216400]
Greetings!
Current Release: https://img.shields.io/github/release//BLUI.svg?style=flat-square
Check GitHub release page for changelog
You may have seen my post about my Chromium Embedded Framework powered UI engine. But itās made so many strides recently that Iāve decided it needs a new thread.
First off, itās completely redone!
Hereās a few demos:
and
http://puu.sh/fO6mX/28f8405d89.gif
Demo Project (currently needs to be updated to 3.0, hang tight!)
Do you use BLUI in your project? Iād really love it if you credit me and it! You can even use the logo right here!
As you can see, weāre using plain old HTML loaded from disk, rendered to a texture, then painted on an image widget using a UMG brush!
Iām trying to make the blueprint system as simple as possible, there arenāt any dependencies on specific display methods, allowing you to instantiate a āBluEyeā within ANY blueprint, set the options using blueprints, then grab the material instance using a node that you can paint on ANYTHING you like. There are also helper nodes and functions to pass mouse input, and keyboard input into the ābrowser.ā
Once again. Itās free, MIT licensed, and is powered by CEF.
GitHub Link: https://github.com//BLUI
Hereās a quick technical run down on how it works!
- The plugin spawns off a CEF process in the background
- This process is like the Chrome browser, it will take care of loading the page, js, css etc.
- The plugin sips off the render buffer of CEF
- Translates that into a texture
- And forwards any input to the browser
- Thatās it!
There is minimal impact on performance as all the HTML page loading happens in another process. The texture also only updates when Chromium requests a redraw, it does not redraw every tick!
This is open source! If you find bugs, hit me up or file an issue on the Github page! Better yet, fix it yourself if youāre up to the challenge and make a pull request!
Please make pull requests, leave feedback, and let me know what you think! I hope this makes your lives easier while developing with the UE engine!
BLUI got featured on the community spotlight!
At time marker 45:15
BLUI Got a Dev Grant!
Check out the batch of grants here!
This is an honor! I never expected any of my projects to advance this far! I only have you guys to thank soā¦
Thanks guys!
- Shea
BLUI would be ideal as another window in the VR Editor itself.
Very interesting development.
I am looking for some clarification. Does BLUI only work within a chromium browser or would it would on other html5 browsers such as FireFox, Safari, Edge?
I look forward to your response.
[QUOTE=Heirik;520129]
Very interesting development.
I am looking for some clarification. Does BLUI only work within a chromium browser or would it would on other html5 browsers such as FireFox, Safari, Edge?
I look forward to your response.
BLUI is designed to render images from the Chromium Embedded Framework in the engine. Thereās no support for other web engines at the moment.
Hi ,
I want to know whether the blui support the newest UE version 4.11?
[QUOTE=kenshin1987;521213]
Hi ,
I want to know whether the blui support the newest UE version 4.11?
I have tested it recently, the short answer is no. I am still looking into this to see why BluLoader is failing on build.
[QUOTE=paulv2k4;523952]
I have tested it recently, the short answer is no. I am still looking into this to see why BluLoader is failing on build.
Iāve got it running on 4.11.2 over here. What seems to be the issue?
Video does not play
I made a html and in the html there is a flash player.I used it to play realtime video.The html works well and the video plays ok in firefox .
However,it did not work in BLUI.
Iām on 4.11.1 but I figured it should work, however all I get a is a blank white default texture. If I set the image to something other than white by default it just changes to white on begin play, regardless of URL set.
I tried debugging it, using the new Set Properties node etc (including making a tex param in my material and setting the name properly etc.) but no luck, same behavior regardless.
Is there an updated method for setting up?
[QUOTE=mayaping;525350]
I made a html and in the html there is a flash player.I used it to play realtime video.The html works well and the video plays ok in firefox .
However,it did not work in BLUI.
Flash player will not work in BLUI. This is because of licensing issues with Adobeās Flash software.
[QUOTE=n00854180t;525369]
Iām on 4.11.1 but I figured it should work, however all I get a is a blank white default texture. If I set the image to something other than white by default it just changes to white on begin play, regardless of URL set.
I tried debugging it, using the new Set Properties node etc (including making a tex param in my material and setting the name properly etc.) but no luck, same behavior regardless.
Is there an updated method for setting up?
Thatās odd, assuming youāre setting the texture parameter sample from the texture from the BLUI object in blueprints it should be working.
Are you also calling the tick function in your level?
If you want, post a screencap of your blueprint.
Derp, I suspect the tick is the problem. Iāll test again tonight. Thanks
[QUOTE=;524102]
Iāve got it running on 4.11.2 over here. What seems to be the issue?
My error.
[QUOTE]
EXEC : error : All source files in module āBluLoaderā must include the same precompiled header first
It seems odd considering it worked flawless pre 4.11. I have tried the release version and the latest from GitHub.
EDIT / FIXED: To remedy this issue, I deleted the BLUI Plugin folder and downloaded the latest together with the latest CEF.
I have a couple of questions. I know 1 of them has been asked before, but the proposed solution hasnāt worked for me:
- Building BLUI release 3.1 into UE4.9.1. I tried redownloading and rebuilding the source for BLUI 3.1 for VS2013 from the releases page, but am still getting the following errors:
LogPlayLevel: CommandUtils.Run: Run: C:\Program Files\Epic Games\4.9\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProject HTML5 Development E:\MyProject\MyProject.uproject -noxge -generatemanifest -rocket -NoHotReloadFromIDE
LogPlayLevel: UnrealBuildTool: ERROR: Unable to instantiate instance of āBluā object type from compiled assembly āMyProjectModuleRulesā. Unreal Build Tool creates an instance of your moduleās āRulesā object in order to find out about your moduleās requirements. The CLR exception details may provide more information: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ā> UnrealBuildTool.BuildException: ERROR: BLUI: Platform not supported
LogPlayLevel: UnrealBuildTool: at Bluā¦ctor(TargetInfo Target) in e:\MyProject\Plugins\BLUI\Source\Blu\Blu.Build.cs:line 110
LogPlayLevel: UnrealBuildTool: ā End of inner exception stack trace ā
LogPlayLevel: UnrealBuildTool: at System.RuntimeMethodHandle.InvokeMethod(Object target, Object] arguments, Signature sig, Boolean constructor)
LogPlayLevel: UnrealBuildTool: at System.Reflection.RuntimeConstructorInfo.Invoke(BindingFlags invokeAttr, Binder binder, Object] parameters, CultureInfo culture)
LogPlayLevel: UnrealBuildTool: at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object] args, CultureInfo culture, Object] activationAttributes, StackCrawlMark& stackMark)
LogPlayLevel: UnrealBuildTool: at System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object] args, CultureInfo culture, Object] activationAttributes)
LogPlayLevel: UnrealBuildTool: at System.Activator.CreateInstance(Type type, Object] args)
LogPlayLevel: UnrealBuildTool: at UnrealBuildTool.RulesCompiler.RulesAssembly.CreateModuleRules(String ModuleName, TargetInfo Target, String& ModuleFileName)
LogPlayLevel: CommandUtils.Run: Run: Took 1.0510601s to run UnrealBuildTool.exe, ExitCode=5
LogPlayLevel: BuildCommand.Execute: ERROR: BUILD FAILED
LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception:
LogPlayLevel: Program.Main: ERROR: Exception in AutomationUtils.Automation: Command failed (Result:5): C:\Program Files\Epic Games\4.9\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProject HTML5 Development E:\MyProject\MyProject.uproject -noxge -generatemanifest -rocket -NoHotReloadFromIDE. See logfile for details: āUnrealBuildTool-2016.05.09-15.10.06.txtā
LogPlayLevel: Stacktrace: at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars) LogPlayLevel: at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary
2 EnvVars)
LogPlayLevel: at AutomationTool.UE4Build.BuildWithUBT(String ProjectName, String TargetName, UnrealTargetPlatform TargetPlatform, String Config, String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary2 EnvVars) LogPlayLevel: at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable
1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary2 PlatformEnvVars) LogPlayLevel: at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL) LogPlayLevel: at BuildCookRun.DoBuildCookRun(ProjectParams Params) LogPlayLevel: at BuildCommand.Execute() LogPlayLevel: at AutomationTool.Automation.Execute(List
1 CommandsToExecute, CaselessDictionary1 Commands) LogPlayLevel: at AutomationTool.Automation.Process(String] CommandLine) LogPlayLevel: at AutomationTool.Program.MainProc(Object Param) LogPlayLevel: at AutomationTool.InternalUtils.RunSingleInstance(Action
1 Main, Object Param)
LogPlayLevel: at AutomationTool.Program.Main()
LogPlayLevel: ProcessManager.KillAll: Trying to kill 0 spawned processes.
LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=5
LogPlayLevel: Domain_ProcessExit
LogPlayLevel: copying UAT log filesā¦
LogPlayLevel: RunUAT.bat ERROR: AutomationTool was unable to run successfully.
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 0.750066
LogPlayLevel: BUILD FAILED
PackagingResults:Error: Error Launch failed! Unknown Error
Any ideas?
I am having trouble regaining focus from BLUI after using it. Is there a way to give BLUI focus without having to use shift+f1 and then regain focus normally?
Thanks!
No matter - I forgot about setting up BLUI event on the ticks to actually updateā¦ All working, but will leave the below as reference for anyone else.
Iām really stuck in 4.11 with the latest BLUI. How do we work around no āGetMaterialInstanceā no longer existing ??
Iāve got the following, but nothing happens when it runs. I just get a blank material on my object.
Any chance of compatibility with Android? Libcef should be able to compile on Linux ARM.
[QUOTE=krzychos7;531876]
Any chance of compatibility with Android? Libcef should be able to compile on Linux ARM.
There is no support for CEF on Android or any other mobile platform at the moment.