Has anyone else had issues with the plugin? On Windows now, I can’t get UE4 to recognize it, I followed the instructions in the Readme, and in the installer itself, and UE4 can’t find it for the example project.
When starting new projects, it doesn’t appear as a plugin at all in the menus. I’m going to try it with building from source next, but that kind of defeats the purpose of an “easy to use plugin” to me
Currently the plugin is distributed in source code form without pre-built binaries, so you’ll have to compile it. Indeed that is not convinient, so in future releases we’ll add a binary of the plugin as well and it will be possible to use it without compilation steps.
Thanks, the more recent tutorial you sent with the 4.1 update really helped clarify what needed to be done, and I’ve gotten it working now. Thanks!
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Huh? What tutorial you saw? How to install the plugin for the new 4.1 version?
Thanks, the more recent tutorial you sent with the 4.1 update really helped clarify what needed to be done, and I’ve gotten it working now. Thanks!
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Very glad it helped We will be making a series of tutorials, so feel free to list any specific such, that you may like to see
A few people contacted me about how I got the cursor rendered and input hooked up to an in-game surface.
At the time, I was still using the plugin I created for the UE4 beta.
Figured it was about I time I updated to the official plugin from Coherent Labs.
https://.com/watch?v=mj76bTppvJ8
I took the input hijacker from the UE4 beta version and got it hooked up to the official plugin with out too much trouble.
All the required modifications are limited to the plugin and it includes Blueprint functions that allow you to manually input keys, mouse position etc.
Gotta clean up a few more things and make all the changes clear.
Aside from that its pretty much good to go.
I just received the download but I am having issues getting it installed. My files don’t appear to match the ones from the tutorial video. Any suggestions?
You are not locked into a minimum of one year, thus you can cancel your $12.99 monthly subscription whenever. Of course, this doesn’t apply to the $129 yearly subscription.
We are going to release the full pricing in time with the official 2.0 release.
we made a short demo reel of our integration in UE4. We took the Shooter Game provided by Unreal Engine and put an alternative HUD that replaces the one made with Slate.
The UI elements that you’ll see in the HUD are: animated HP bar, animated ammo count, kill counter, current weapon indicator and a detailed kill log.
The Demo also glances at the possibilities of using UI elements in the 3D game world. First, we open an inventory, where we change our primary weapon, after which we hit a UI button to “take the elevator” and go to a secret location in the level. Of course the latest can be used for different kind of player interaction (e.g door handlers, monitor screens, etc.)
The two way UI binding (game -> HTML and HTML -> game) is done all in blueprints without a single line of C++. The only thing that is done in C++ is broadcasting events for when health or ammo is changed.
Hope you guys will like the vide, we’ll be making a series of tutorials on how we did it