UKDude => Did you ever get things working in 4.11? I’m really struggling too. It might have something to do with the exampleHUD widget not being able to compile properly - I’m getting warnings.
I really hope to pull this off. I’ve been learning some neat tricks with React that I think would be beneficial for what I plan. Hopefully the virtual-DOM thing isn’t a problem. I know there’s still WIP on events… But there is a REST plugin that just got released in the marketplace.
[QUOTE=;446176]
Replication should be taken care of in your own methods. The UI should not be replicating anything, just displaying data from your game.
What about interacting with the html 5 sites that are displayed? Like scrolling down or clicking on links, how can you get all players to see the navigation and cursor movement?
I am using C++ in my game and I would like to do all BLUI initialization and management in C++, however, I have some troubles including the library. It all works well with Blueprints. However, when I add:
#include “BluEye.h”
I get a lot of errors. Am I doing something wrong? Do I have to do something special in order to be able to use BLUI in C++? Is there an example which I can look at?
@: I must be missing something really obvious here … for the life of me I can’t BLUI to render on a texture on a static mesh … I keep getting Engine Crashes. I have trawled the forums, tried various things and then trawled the forums some more … checked the documentation … but I am still not having any luck.
Can you help me … please. 8-}
EDIT: Never mind … got it working … don’t you just hate it when that happens.
Hi, Just wondering if anyone has a basic BLUI project ( I’m using 4.10) where the Javascript call back to the Engine is working. Got BLUI to load up my page and I can click on a test link that is firing a “blu_event(‘click_me’,‘hello’);” but not getting anything in UE. Have added code in ‘ExampleHUD’ to just print message to screen as in example given…but it ain’t working… Thanks in advance.
Hi (Tiny voice) Is there any chance of a 4.12 update please? I love BLUI and am just upgrading my app to use some of the new rendering features of 4.12, but being a c++ newb I can’t get by the depricated function in the build file.
'UnrealBuildTool.RulesCompiler.GetModuleFilename(string)' is obsolete: 'GetModuleFilename is deprecated, use the ModuleDirectory property on any ModuleRules instead to get a path to your module.'
[QUOTE=Dannington;543923]
Hi (Tiny voice) Is there any chance of a 4.12 update please? I love BLUI and am just upgrading my app to use some of the new rendering features of 4.12, but being a c++ newb I can’t get by the depricated function in the build file.
'UnrealBuildTool.RulesCompiler.GetModuleFilename(string)' is obsolete: 'GetModuleFilename is deprecated, use the ModuleDirectory property on any ModuleRules instead to get a path to your module.'
No rush - please don’t feel like i’m nagging!
Thanks again!
Replace
get { return Path.GetDirectoryName(RulesCompiler.GetModuleFilename(this.GetType().Name)); }
Thanks - almost threw it in but realised the latest download didn’t include the CEF. Just running the builder python script for it now - I had to track down ‘Patch’ though - i’m only hoping it’s the right exe.
Looks like it’s throwing all sorts of errors - do you know where I can get the correct CEF build for this blui build?
Brieder, your edit worked perfectly! Updated Blui with 's newer stuff and switched up that line and Blui is working nicely with the newest engine version.
Though I do have another issue . It is in Git as an issue but I’ll put it here so that possibly others might see and have a solution too. It isn’t breaking, no no but still really annoying. Direct quote from git:
When using a transparent background for the HUD, elements with a border radius receive a black line halo on the rounded radius.
I’ve seen the same issue with using CEF in other projects like cefPython but doesn’t happen in any actual browser.
I’m compensating for the issue at the moment with a drop shadow css filter (not active in the attached image).
[QUOTE=Aricwithana;550657]
Brieder, your edit worked perfectly! Updated Blui with 's newer stuff and switched up that line and Blui is working nicely with the newest engine version.
Though I do have another issue . It is in Git as an issue but I’ll put it here so that possibly others might see and have a solution too. It isn’t breaking, no no but still really annoying. Direct quote from git:
When using a transparent background for the HUD, elements with a border radius receive a black line halo on the rounded radius.
I’ve seen the same issue with using CEF in other projects like cefPython but doesn’t happen in any actual browser.
I’m compensating for the issue at the moment with a drop shadow css filter (not active in the attached image).
Did you commit your changes to a git hub fork. If so I would love to pull in the changes you made to my fork for 4.12
Thanks i made the change in my fork and will create pull request after i have tested. Update Blu.Build.cs · ecompositor/BLUI@bae1181 · GitHub
[QUOTE=;525546]
That’s odd, assuming you’re 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.
@, I’m curious in your 3D widget demo - did you expose TranslateMouseCoordinateFor3DChild from WidgetComponent.cpp in the engine core to account for 3D translation? I ask because the sample ExampleHUD simply jams viewport coords into the BLUI coords input.
@: I sent you a PM. I would like to help you maintain this plugin. If you can provide me with instructions on how to get the newest CEF working and any pitfalls you can think of, I will continue to provide the community with working builds going forward.
I would really hate to see this plugin fall by the way side and it is only fair to offer my time to assist.
EDIT: Got in touch with via PM and he is going to let me assist him in maintaining the plugin. You guys are going to have to be a little patient while I learn his build steps and get myself familiar with it … once that is done, I will attempt to provide the latest CEF versions for the current version of Unreal and the 1 older version.
I will provide pre-built binaries of the plugins for these two versions and will do my best to maintain the plugin for the community.
[QUOTE=;567580]
@: I sent you a PM. I would like to help you maintain this plugin. If you can provide me with instructions on how to get the newest CEF working and any pitfalls you can think of, I will continue to provide the community with working builds going forward.
I would really hate to see this plugin fall by the way side and it is only fair to offer my time to assist.
EDIT: Got in touch with via PM and he is going to let me assist him in maintaining the plugin. You guys are going to have to be a little patient while I learn his build steps and get myself familiar with it … once that is done, I will attempt to provide the latest CEF versions for the current version of Unreal and the 1 older version.
I will provide pre-built binaries of the plugins for these two versions and will do my best to maintain the plugin for the community.
Sweet. I needed a 4.12 build like yesterday. I’m super glad someone is looking to help keep this updated. Do your thing man. I’m sure I’m not the only one who will appreciate this work.
Is there anyway to change the sound volume of the web view? I’d like to have a youtube video in my project but the sound would need to be be in 3D like other unreal engine sounds ( So you can’t hear it everywhere in the map). Is this currently possible? I’ll have to look into the source code.
@all: I am busy running a build now using version 2785 of the CEF (chromiumembedded / cef / wiki / BranchesAndBuilding — Bitbucket). This is currently a Windows only build and I want to make sure I get the build steps down completely before I attempt to migrate the build steps to Linux and MacOSX.
If this build is successful, I will hopefully be able to post a new UE 4.12.5 binary up shortly thereafter.
Quick question to all – would you like to see this as a free Code Plugin in the Marketplace? I haven’t discussed this with the Marketplace Team or yet … just gauging if there is interest in doing this.
[QUOTE=;571007] @all: I am busy running a build now using version 2785 of the CEF (chromiumembedded / cef / wiki / BranchesAndBuilding — Bitbucket). This is currently a Windows only build and I want to make sure I get the build steps down completely before I attempt to migrate the build steps to Linux and MacOSX.
If this build is successful, I will hopefully be able to post a new UE 4.12.5 binary up shortly thereafter.
Quick question to all – would you like to see this as a free Code Plugin in the Marketplace? I haven’t discussed this with the Marketplace Team or yet … just gauging if there is interest in doing this.
Here goes to a successful build. 8-} tips hat
Ohh, thanks a bunch for helping maintain! If blui can get to a high enough ‘finished’ version I’d say yea, make it live where it can be for the most exposure. Webtech isn’t going to go anywhere and is just going to get better and better. With the only thing close to this being a multi-thousand dollar plugin that can’t be used in open projects, Blui is the only real option. I’d help maintain but sadly no C++ for me.
[QUOTE=Aricwithana;571029]
Ohh, thanks a bunch for helping maintain! If blui can get to a high enough ‘finished’ version I’d say yea, make it live where it can be for the most exposure. Webtech isn’t going to go anywhere and is just going to get better and better. With the only thing close to this being a multi-thousand dollar plugin that can’t be used in open projects, Blui is the only real option. I’d help maintain but sadly no C++ for me.
At the moment I see the maintenance of the plugin happening in three different legs:
1). Releasing new Binaries for new versions of the Unreal Engine that are released.
2). Releasing new Binaries for new versions of the CEF that are released.
3). Providing Bug Fixes and New Features to the plugin.
The first two will be automated in the long run with me providing overview … the third one is more complex as right now I think the plugin is pretty feature rich and not much needs to be added … however if there are features you would like to see added … lets list them here and I will see what I can do.
Please remember that I am still getting to grips with the plugin and CEF, so you will all have to be patient with me. 8-}
[QUOTE=;571036]
At the moment I see the maintenance of the plugin happening in three different legs:
1). Releasing new Binaries for new versions of the Unreal Engine that are released.
2). Releasing new Binaries for new versions of the CEF that are released.
3). Providing Bug Fixes and New Features to the plugin.
The first two will be automated in the long run with me providing overview … the third one is more complex as right now I think the plugin is pretty feature rich and not much needs to be added … however if there are features you would like to see added … lets list them here and I will see what I can do.
Please remember that I am still getting to grips with the plugin and CEF, so you will all have to be patient with me. 8-}
Feature-wise things are moving pretty nicely. The only functional issue I’ve had is the mouse events. I love that they are totally agnostic but at the same time if one makes the display widget fullscreen, have to use crazy workarounds with javascript and some blueprint to manage if one is clicking on an html element or blank body space, make it switch to unreal and then go back. For ingame renders, the events are fine just the HUD part drives me crazy. I think it might be that many people probably don’t make their display widget fullscreen and instead have afew different display widgets for each area like the default unreal ui setup.
For non-functional issues, the only one I have is the transparency halo issue on border radius elements that I posted about above.
Thanks again for all the help. Blui is the only way in which to get our specific UI to be what we want it to be.