BLUI Open Source HTML5/JS/CSS HUD/UI

thanks lightnet it works now :smiley:

[QUOTE=;239696]
thanks lightnet it works now :smiley:

Sorry for not being around, was at PAX East this weekend.
Glad you got it all sorted out!

[QUOTE=Tingran;238095]
Really nice job , im still kinda noob with UE4, still exploring and learning, …but something like this is really making my learning curve so much easy. Ty man, a lot… hope see those videos soon. will be super helpfull, for newbies like me and im pretty sure for exrerienced ones too.

No problem man! Let me know if you have any questions :slight_smile:

Hey , thanks for the really plugin! Saves me countless hours of doing it myself haha. Anyway, I am having a slight issue when trying to include “Blu/Public/BluEye.h” in one of my classes. The compiler is spitting out a bunch of errors about missing type specifiers within BluEye.h. Might also be useful to note that I am trying to compile this on 4.7. I would just use a forward declaration but I require it in the .cpp file for my class.

This is what I needed, thanks.

Can I also draw the Material into my HUD via the ‘Draw Material’-Function?

I’ve tried it like in the image below, but it doesn’t work. It only shows a black rectangle. I am doing the initialization of UI like I did it for UMG.

GeMU89Z.jpg

[QUOTE=JGagner;248255]
Hey , thanks for the really plugin! Saves me countless hours of doing it myself haha. Anyway, I am having a slight issue when trying to include “Blu/Public/BluEye.h” in one of my classes. The compiler is spitting out a bunch of errors about missing type specifiers within BluEye.h. Might also be useful to note that I am trying to compile this on 4.7. I would just use a forward declaration but I require it in the .cpp file for my class.

Above the include for BluEye make sure you:


#include "Blu/Public/RenderHandler.h"

This is a small bug I plan to fix soon

[QUOTE=SchnitzelDude;248520]
Can I also draw the Material into my HUD via the ‘Draw Material’-Function?

I’ve tried it like in the image below, but it doesn’t work. It only shows a black rectangle. I am doing the initialization of UI like I did it for UMG.

GeMU89Z.jpg

Hello, open the low window and paste the LogBlu events here, and make sure there are no errors or warning

[QUOTE=;248529]
Hello, open the low window and paste the LogBlu events here, and make sure there are no errors or warning

LogBlu: Component Initialized
LogBlu: Loading URL: blui:\UI\Menus abMenu.html
LogBlu:Warning: Browser Closing

I think 'Browser Closing isn’t important since it shows up when I close the game.

[QUOTE=SchnitzelDude;248536]
LogBlu: Component Initialized
LogBlu: Loading URL: blui:\UI\Menus abMenu.html
LogBlu:Warning: Browser Closing

I think 'Browser Closing isn’t important since it shows up when I close the game.

You’re setting the base material and all correct? A full screenshot of the bp would be helpful

[QUOTE=SchnitzelDude;248536]
LogBlu: Component Initialized
LogBlu: Loading URL: blui:\UI\Menus abMenu.html
LogBlu:Warning: Browser Closing

I think 'Browser Closing isn’t important since it shows up when I close the game.

Ah! I see your issue!

Make sure you type “blui://” NOT “blui:\”

blui:\ is not a valid protocol in BLUI :slight_smile:

[QUOTE=;248528]
Above the include for BluEye make sure you:


#include "Blu/Public/RenderHandler.h"

This is a small bug I plan to fix soon

Thanks man that worked perfectly :slight_smile:

[QUOTE=;248742]
Ah! I see your issue!

Make sure you type “blui://” NOT “blui:\”

blui:\ is not a valid protocol in BLUI :slight_smile:

Unfortunatly this wasn’t the problem since it’s somehow also working with “blui:\”.

I found out that every material I print into my HUD is black when I use the default material settings and wiring it to ‘Base Color’.

Here I found out that I have to set it to translucent and unlit and wiring the texture to Emissive Color and the Alpha to Opacity.

This is working for every material but not for the ‘BluTexture’. The ‘BluTexture’ is just completely transparent.

Did you ever got it running within the HUD (not UMG!)?

[QUOTE=SchnitzelDude;249579]
Unfortunatly this wasn’t the problem since it’s somehow also working with “blui:\”.

I found out that every material I print into my HUD is black when I use the default material settings and wiring it to ‘Base Color’.

Here I found out that I have to set it to translucent and unlit and wiring the texture to Emissive Color and the Alpha to Opacity.

This is working for every material but not for the ‘BluTexture’. The ‘BluTexture’ is just completely transparent.

Did you ever got it running within the HUD (not UMG!)?

Again, it does not work with blui:\ at all, I’ve just tested this on my end.
The output log should say something like:

LogBlu: Load Local File: file:/// …

It will render as black if no file exists

Also try grabbing the texture from the BluEye rather than the material instance

project! As i am a webdev by job this is probably the most usefull UI tool for me! Great work keep it up!

[QUOTE=SidiaStudio;254592]
project! As i am a webdev by job this is probably the most usefull UI tool for me! Great work keep it up!

Thanks! Glad I could help out!

Hi, how do I compile this plugin on Ubuntu?

I did the same settings the readme file on Linux, but as I compile my project?

I tried via terminal do a make in the directory and I ended up getting this message … this correct way to make the compilation?

ERROR: UBT ERROR: Failed to produce item: /home/crash/UnrealEngine/Engine/Binaries/Linux/libUE4Editor-LevelEditor-Linux-Shipping.so
Cumulative action seconds (8 processors): 0,00 building projects, 26,20 compiling, 0,00 creating app bundles, 0,00 generating debug info, 0,51 linking, 0,00 other
UBT execution time: 24,48 seconds
Makefile:162: recipe for target ‘UE4Editor-Linux-Shipping’ failed
make: *** [UE4Editor-Linux-Shipping] Error 2

[QUOTE=CrashAngel;257856]
Hi, how do I compile this plugin on Ubuntu?

I did the same settings the readme file on Linux, but as I compile my project?

I tried via terminal do a make in the directory and I ended up getting this message … this correct way to make the compilation?

ERROR: UBT ERROR: Failed to produce item: /home/crash/UnrealEngine/Engine/Binaries/Linux/libUE4Editor-LevelEditor-Linux-Shipping.so
Cumulative action seconds (8 processors): 0,00 building projects, 26,20 compiling, 0,00 creating app bundles, 0,00 generating debug info, 0,51 linking, 0,00 other
UBT execution time: 24,48 seconds
Makefile:162: recipe for target ‘UE4Editor-Linux-Shipping’ failed
make: *** [UE4Editor-Linux-Shipping] Error 2

Hey there!
The error you gave doesn’t say much, I’d need the compiler error. I have not tested compiling the editor on Linux. However I do know cross compiling from windows targeting Linux.

This is really cool stuff to make UI , thanks a lot for sharing it and making it open-source !
I wanted to ask about installation :
"
Then copy the BLUI folder into the “Plugins” folder within your project directory, and enable the plugin by adding:

PublicDependencyModuleNames.AddRange(new string] { "Blu" });

To YouProject.Build.cs
Re-generate your project’s Visual Studio file and load up the editor.
"
This is what i read from readme file , i wanted to ask if there is a way around rebuilding prject with Visual Studio ?

[QUOTE=oleg.budeanu;259428]
This is really cool stuff to make UI , thanks a lot for sharing it and making it open-source !
I wanted to ask about installation :
"
Then copy the BLUI folder into the “Plugins” folder within your project directory, and enable the plugin by adding:

PublicDependencyModuleNames.AddRange(new string] { "Blu" });

To YouProject.Build.cs
Re-generate your project’s Visual Studio file and load up the editor.
"
This is what i read from readme file , i wanted to ask if there is a way around rebuilding prject with Visual Studio ?

Hey there, thanks for the compliments!
If your project is Blueprint only, it will not compile or linklink and other plugin code.
I’d suggest making a code project even if you plan on not adding any code.
May I ask why you need to step around visual studio?