Unfortunately I worked with it so long time ago so I can’t give precise advice You should configure Qt manually (it requires some magic and deep Qt knowledge) and then build it with MSVS compiler.
I have no idea What compiler do you use?
Particular examples won’t work because of internal QWebView limitations. But you can check nice example with implemented draggable elements.
It should be definitely possible, but I’m not familiar with OSX and have no Mac to make my own tests. You should check how to build Qt projects with XCode.
I recommend to add component to components list, not by BP function.
It’s great and works! Really nice example. Thank you so much!
Thanks , I solved the problem by messing around with different js libraries but I ended up coding the functionality I need from scratch anyway however I’m still getting weird rendering issues with movable stuff that force me to do extra steps/hacks to partially refresh the page which is kinda inconvenient since I have to keep testing the page in-game since sometimes it reacts very differently from a browser.
But unfortunately that’s not my main problem :rolleyes: I noticed that my fps drop from ~100 to ~50 (even with the default nearly empty page) is just me? that’s a huge performance hit! :eek:
I think the reason for that is probably because I’m using a fullscreen UI instead of chunks but I need to have movable windows around! so I don’t have much of a choice.
I tried using it in a test project, but fail to get it to work.
Is there a full example or tutorial somewhere?
So far I figured out:
Add the Plugin to the project like on the wiki
Made a new level for the main menu
added a new gamemode blueprint for the level
added a new hud blueprint and set it as default in the gamemode
added the ui component inside the hud blueprint
Now is where it gets me, how do I continue?
The examples on the wiki show blueprint, but what are they connected to? Some lines cut off and which blueprint is that in?
Where do I set the variables for X and Y?
How do I call C++ methods with javascript?
How do I hide/show the UI ingame, as in not as main menu, but like a pause screen with options?
When I press Play with the current setup, it just crashes the editor.
Well I somehow managed to get something.
But all it does is flickering blue and green.
I’m using example.html, but no matter what file or website I open, it’s just flickering.
Hello am just wondering do work under 4.4?
And do you need to use Java Script to “interact” with game data?
Is Plugin a good solution for making in-game UIs like Inventory?
Hey,
I had fps issues with plugin so i was thinking.
As i know the current method is copying the bytes two times from the vram -> ram and ram -> vram. (It is very inefficient way i think and thats why my fps goes around 10-20 if i have a full screen webpage opened.)
So i was thinking, is it possible to edit the plugin and share the texture pointer? So unreal engine can use the rendered texture directly without copying the bytes from the graphics card to the ram from QtWebKit.? I am asking it because i am new in Unreal Engine 4 also i have not that much experience with directx and Qt. But i know opengl.
And if its possible i might give it a try and implement it.
I looked at that too. Qt doesnt work natively on DirectX but it should be possible for the DX11 renderer with Angle, look at f.e. EGL_ANGLE_d3d_share_handle_client_buffer and EGL_ANGLE_surface_d3d_texture_2d_share_handle, needs a built of Qt with Angle for DirectX11. The native OpenGL backend might be even easier to bind to the UE4 OpenGL RHI, yet need another build of Qt. I didnt work on it yet, if you manage to get it done please PM me And as far as I know QtWebKit, well just the WebKit part, is LGPL even when you buy a commercial Qt version so platforms disallowing LGPL are out of reach.
Complete NOOB , working exclusively in BPs.
I can’t figure out how to interact in-game with the Scene UI Component. The examples seem to be strictly designed for the HUD component.
I’d like to use a trigger box to initiate keyboard interaction. Can anyone help me with that?
I’m using the 4.3 version.
Hm i guess then using Qt causes more trouble for me, i have a little experience with Cef. So i think i’ll try to reimplement it with Cef based on your plugin, if i get something done i will pm you. Thanks for the fast response!
RedParis:
You can enable the keyboard input with a blueprint. Callfunction->UI->VaQoileUI->(grab keyboard but i am not sure)
I think that’s how it works.