[Discontinued] UMG Rich Text Box

Wow this looks great! Always wondered why we cant do different formatting inside a textbox - will try soon!

Has anyone recompiled for 4.18.2 yet? I’m kind of a newb and trying to keep my project blueprint only. I really need something like this or I am doomed to have my chat box either look lame or not autowrap correctly… feels bad man.

This is so cool thanks !!
ienjoywhiskey, I compiled it for 4.17, I don’t know if it is the same for 4.18 but I only had to replace “public UmgRichTextBox(TargetInfo Target)” by “public UmgRichTextBox(ReadOnlyTargetRules Target) : base(Target)” to make it compatible !

I did the same thing for 4.18.2 and it worked just fine in Editor, but when I package the game, it does not work for some reason, really strange.

Hello! Just wanted to ask if this plug-in is compatible for 4.18.2 for blueprints, since the engine keeps giving me a “Missing plugin” error.

Hi, I was able to build a version of the plugin compatible with 4.18.3. It’s simple, you need to compile it into another project with c++ and then copy and paste the generated plugin.

  1. Copy your whole project folder.
  2. Open the copied project, add a C++ class (and actor for example) and wait for compile confirmation.
  • Visual Studio must be perfectly installed, if a compile error occurs, check your Visual Studio configuration.
  1. Close Visual Studio (save yes) and the project.
  2. Copy the plugin content in the Plugins directory (including source)
  3. Open project, activate the plugin and restart.
  4. A message should appear “The following… rebuild it now?”. Press “Yes”.
  5. Wait for the rebuild. When finished just copy the entire directory of the plugin from the copied project into the original project, activate it there and it’s done.

PS. If the plugin doesn’t work when packaging, this is normal, just change configuration from “Type”: “Developer”, to “Type”: “Runtime”, as someone explained in a previous entry.

Greetings.

Hey everybody,
sorry for the lack of feedback in this post. Unfortunatelly, I couldn’t find enough time in the last years to look at this again, I’m completing my A-Levels in a few months, and I’m in my part-time job too, so time isn’t always available for those projects like this one over here. Despite that, I’m planning to revisit this, and enhance it and bring it to a new version, but as of now, I can’t say when I’ll do that, it could be in a week, but also in a few months. I know this is not great communication what I did here, but I hope you understand.

Have a nice day everyone :slight_smile:

I’ve tried to update this plugin because I could not run the version posted here in 4.19(preview). I’ve replicated the process you described, simply copy header and cpp file from engine source(I noticed that they updated it since you made this because source was different), remove experimental parameter and compile it. It actually compiled and I could create RichTextBox in preview version of UE4.19 (Preview 4 I think) and I could use SetText function in blueprints. Unfortunately after next preview update I could no longer use SetText on RichTextBox even though I could create RichTextBox(Interesting fact that there were no changes in source code at all). Today, 4.19 is released and this problem still persists. I’m posting there updated version of plugin for 4.19 if anyway wants to try it out. It would be nice if we could figure out why the SetText function does not work.

Have a nice day :slight_smile:

Successfully updated this plugin for 4.19.1 and it’s working perfectly.

Would you be so kind to share it?

@xIMaSTeRIx This would be great!

If someone needs it, I can share with you the compiled plugin(x64). My version of UE4 is 4.19.1.

I’d rather like the source. Also, the rar file you are linking cannot be opened.

Thanks! I can open it.

Hi Guys,

I have tried the plugin with Unreal 4.19.2 version. After Enabling the plugin once I restart the Unreal, Error message appear " Binaries fo rthe ‘UMGRichTextBox’ plugin are missing or incompatible.

Please see the attached screenshot for the error. Can someone help me.

Thanks in Advance!

Working sources that I compiled for 4.19.1 If someone needs them. Sorry for late answer

Thank you! Might try this :slight_smile:

Hi,
I have no C++ exp., so can someone show some simple example how to use Rish Text Box with Blueprints.

Thanks.

This works nicely if you need this for latest engine versions.

Just be sure to change the API macro for the class declaration. E.g., in the header file change this:


UCLASS(Experimental)
class UMG_API URichText : public UTextLayoutWidget

to this:


UCLASS()
class [YourModuleNameHere]_API URichText : public UTextLayoutWidget

Anyone tried this in 4.20?
It seems that it is finally out of experimental, though it is broken.