BLUI Open Source HTML5/JS/CSS HUD/UI

Just released version 2.4 actually!

https://github.com//BLUI/releases/tag/2.4

! Big THANKS! I have a feeling Iā€™ll make use of it some timeā€¦ :smiley:

BLUI just hit 80 stars on Github.
Iā€™ll be honest, I started this project just for fun, didnā€™t expect it to go anywhere!
Thanks everyone!

Firstly, I want to say thanks for an amazing plugin. I actually abandoned the trial of Coherence to use BLUI instead :slight_smile: It works perfectly for what we want.

I do have a question though - in your demo video on YouTube, you have a semi-transparent black material. It looks like the opacity of this in the HTML is 50%.

What material settings do you use in UE4 to allow this? Iā€™ve played about additive, translucent, etc. materials, but canā€™t seem to cleanly pass the opacity through into the UE4 scene like you have.

Thanks again! :slight_smile:

[QUOTE=UKdude;281300]

I do have a question though - in your demo video on YouTube, you have a semi-transparent black material. It looks like the opacity of this in the HTML is 50%.

What material settings do you use in UE4 to allow this?

That was done by setting the BluEye instance to be transparent, and using a transparent background in the HTML. The menu element had an alpha value set in its background as well:



/* Alpha set to 0.5 (or 50%) */
background-color: rgba(0, 0, 0, 0.5);


I had already done both of those things, but you saying that made me think the core issue was really with my BLUI material. Sure enough, I didnā€™t have that set up correctly - itā€™s working perfectly now! Thanks for the quick answer and also once again for the brilliant plugin!

Grab a demo project RIGHT HERE!

And thanks for all the support you guys! The semester is almost over, then I can really dig into this project.

Hello!
Is Blui still compatible with 4.6.1?

[QUOTE=BrUnO XaVIeR;283797]
Hello!
Is Blui still compatible with 4.6.1?

It should be! If you have any issues just let me know.

Little bit of good news, the ability to resize a web view on the fly is now functional, the code is up on the master branch on Github. Itā€™ll be in the next release as well!

Hi ,

I tried your demo project. I noticed a significant delay between my mouse click and the respective web page actually doing something. This is a major issue in my own project when I am doing some javascript things too. I feel like the process is running at half speed.

Do you notice anything similar on your set up?

Hello again,

I assume youā€™ve upgraded to the newest release on Github, if that is still causing input lag take a look at CPU usages of the blu processes. If they are very high please let me know so I can look into it!

This video perfectly demonstrates my issues with BLUI.

I have run the same page side by side with a normal browser (this could be IE, Chrome, Opera or Firefox). I click Team Selection on UE4 first, then on Firefox. The Firefox implementation is instant, UE4 is lagging behind. It is the same for changing pages, hover animations, scrolling etc.

The blu_process process never reaches over 10%.

I have tried running the bluMessageLoop using Blueprint Tick, C++ Gamemode Tick and custom timer. None of them improve the performance.

I did a little light reading on the chromium, it seems there are settings to adjust which rid of the ā€œbluMessageLoopā€ all together using a multi-threaded method, I am not sure it would help though.

Iā€™ve tested this in 4.7.4(5,6) and 4.8. And updated BLUI to the latest master version and see no improvement.
I also tried building my editor in different configurations which made no difference.

Iā€™m so angry I can not get this to work as I would like. I find UMG such a pain to work with, so this would be a lifesaver.

Thanks for your helpā€¦ again.

Very sorry for the inconvenience itā€™s causing, things are still a bit experimental with HTML UI

Using a multi-threaded message loop is currently only supported on Windows by CEF3, it seems less like input lag and more like lag with running some script or loading some resources. Which is odd.
Pop open a chrome browser and navigate to localhost:7777 while the UE4 BLUI instance is running and loaded. It should bring up the inspector tools where you can profile whatā€™s taking so long.

Also, Iā€™ve PMā€™d you a link to a special build version of the subproccess executable. (Just drop it in the engine binaries like youā€™ve done when first installing BLUI)

It has no auto-proxy resolve, which has been reported to slow down the loading of content in CEF. Just a long-shot but interested to see if it will work.

In the mean time, still looking into the issue.

Hello ,

Congrats for the plugin its looking very promising ^^

We are considering to use it in our game but I had some preliminary questions I hoped you could answer.

  1. Are there plans for win32?
  2. I wanted to give BLUI a spin today so I downloaded the example project this evening and ran it with Rocket 4.7.6 but the engine crash when I press play and debugging points to a memory violation.
    Note that I copied the content of ā€œshippingā€ in the engineā€™s /Binaries/Win64 folder, generate the solution and compiled it and can confirm that the plugin is listed and checked in the plugin list.
    Iā€™m on win8.1 I freshly reinstalled a couple of days ago, rocket works fine with our project.

Is there something Iā€™m missing?

Thank you for all, we might use Blui in Storm United.

The special subprocess made no difference in my case.

I do get input lag too, probably difficult to see in my video but hovering over elements is very slow too.

I will continue to help dig into the problem :slight_smile:

Thanks for considering it for your project!

In terms of Win32, it is possible to achieve this, grabbing binary and includes from https://cefbuilds.com/ (Branch 2272) for Windows 32-Bit
It would also require compiling the BluBrowser (the project that builds the ue4_blu_process executable) for 32 bit

Interesting that youā€™re getting a memory access violation, what is your setup and how are you trying to spawn the BluEye? etc.

Any indication as to where the violation is occurring?

[QUOTE=paulv2k4;286120]
The special subprocess made no difference in my case.

I do get input lag too, probably difficult to see in my video but hovering over elements is very slow too.

I will continue to help dig into the problem :slight_smile:

Hmm, alright. Iā€™ll continue to look into this throughout the day.
Also, are you using the example hud blueprint?

EDIT: Also, try triggering a click or rollover using pure blueprints/C++ to see if the problems is still there. Just trying to narrow down everything.

Hey quick question for you. I donā€™t know much about CEF and as such I was wondering if you would know if it is possible to create a global JavaScript object that would be available to all running instances. Thanks in advance. :slight_smile:

[QUOTE=JGagner;287338]
Hey quick question for you. I donā€™t know much about CEF and as such I was wondering if you would know if it is possible to create a global JavaScript object that would be available to all running instances. Thanks in advance. :slight_smile:

Hello there,

Currently there isnā€™t a way to set a global object to ALL browsers. However, it may be possible to achieve the effect you want with a blueprint or struct you pass to running browsers. I plan to look into advanced Javascript next!