[Plugin] Web UI framework plugin ()

develop branch is updated to be compatible with UE 4.5. I’m working on huge update, so no “release” for now.

Great to hear :slight_smile:

is great, thanks so much for contributing . I can’t wait to see the new version and get started on an idea.

Installtion problems

Hi guys,

I love the idea of plugin, but i’m having some issues getting it installed. I have currently downloaded the develop build (with the 4.5. updates).

The FAQ states “Copy Plugins folder from binaries archive exactly to your project directory” and “Copy Binaries folder from binaries archive to your engine’s installation”.

However I cannot find such a directory in the zip file (does mean I must build the project which in turn creates these directories).

I attempted copying the following files / folders from the zip to the following locations:

PluginZip\Third Party\ to Epic Games\4.5\Engine\Binaries\ThirdParty
Copied the entire plugin zip folder into Epic Games\4.5\Engine\Plugins\

Edited my DefaultEngine.ini residing in my custom project UnrealProjects/myProject/Config/DefaultEngine.ini with the required content:

[/Script/Engine.Engine]
+ActiveGameNameRedirects=(OldGameName=“TP_FirstPersonBP”,NewGameName=“/Script/VRead”)
+ActiveGameNameRedirects=(OldGameName=“/Script/TP_FirstPersonBP”,NewGameName=“/Script/VRead”)
GameViewportClientClassName=/Script/VaQuoleUIPlugin.VaQuoleUIViewportClient

[Plugins]
+EnabledPlugins=

When i attempt to load the editor i get a crash with callstack:

MachineId:1819A4BF421027DF253C3481F1A142D8
EpicAccountId:d6db78b542e34db18afb7fbbbe203b9e

Unknown exception - code 00000001 (first/second not available)

Assertion failed: GameViewportClientClass != NULL [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.5\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp] [Line: 1336]
Engine config value GameViewportClientClassName is not a valid class

KERNELBASE + 24684 bytes
UE4Editor_Core + 3174852 bytes
UE4Editor_Core + 1677512 bytes
UE4Editor_Core + 1566866 bytes
UE4Editor_Engine + 9413106 bytes
UE4Editor_UnrealEd + 1782031 bytes
UE4Editor_Engine + 9399999 bytes
UE4Editor_UnrealEd + 1776591 bytes
UE4Editor_UnrealEd + 1767492 bytes
UE4Editor_UnrealEd + 6290077 bytes
UE4Editor!FEngineLoop::Init() + 551 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\launchengineloop.cpp:1853]
UE4Editor_UnrealEd + 6117463 bytes
UE4Editor!GuardedMain() + 285 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\launch.cpp:125]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\windows\launchwindows.cpp:125]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\windows\launchwindows.cpp:201]
UE4Editor!__tmainCRTStartup() + 329 bytes f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618

Can someone please explain how to get awesome plugin up and running.

Many thanks

Hi guys,

I love the idea of plugin, but i’m having some issues getting it installed. I have currently downloaded the develop build (with the 4.5. updates).

The FAQ states “Copy Plugins folder from binaries archive exactly to your project directory” and “Copy Binaries folder from binaries archive to your engine’s installation”.

However I cannot find such a directory in the zip file (does mean I must build the project which in turn creates these directories).

I attempted copying the following files / folders from the zip to the following locations:

PluginZip\Third Party\ to Epic Games\4.5\Engine\Binaries\ThirdParty
Copied the entire plugin zip folder into Epic Games\4.5\Engine\Plugins\

Edited my DefaultEngine.ini residing in my custom project UnrealProjects/myProject/Config/DefaultEngine.ini with the required content:

[/Script/Engine.Engine]
+ActiveGameNameRedirects=(OldGameName=“TP_FirstPersonBP”,NewGameName=“/Script/VRead”)
+ActiveGameNameRedirects=(OldGameName=“/Script/TP_FirstPersonBP”,NewGameName=“/Script/VRead”)
GameViewportClientClassName=/Script/VaQuoleUIPlugin.VaQuoleUIViewportClient

[Plugins]
+EnabledPlugins=

When i attempt to load the editor i get a crash with callstack:

MachineId:1819A4BF421027DF253C3481F1A142D8
EpicAccountId:d6db78b542e34db18afb7fbbbe203b9e

Unknown exception - code 00000001 (first/second not available)

Assertion failed: GameViewportClientClass != NULL [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.5\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp] [Line: 1336]
Engine config value GameViewportClientClassName is not a valid class

KERNELBASE + 24684 bytes
UE4Editor_Core + 3174852 bytes
UE4Editor_Core + 1677512 bytes
UE4Editor_Core + 1566866 bytes
UE4Editor_Engine + 9413106 bytes
UE4Editor_UnrealEd + 1782031 bytes
UE4Editor_Engine + 9399999 bytes
UE4Editor_UnrealEd + 1776591 bytes
UE4Editor_UnrealEd + 1767492 bytes
UE4Editor_UnrealEd + 6290077 bytes
UE4Editor!FEngineLoop::Init() + 551 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\launchengineloop.cpp:1853]
UE4Editor_UnrealEd + 6117463 bytes
UE4Editor!GuardedMain() + 285 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\launch.cpp:125]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\windows\launchwindows.cpp:125]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\windows\launchwindows.cpp:201]
UE4Editor!__tmainCRTStartup() + 329 bytes f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618

Can someone please explain how to get awesome plugin up and running.

Many thanks

Anyone out there that has compiled for 4.5, would you mind uploading the compiled version? I’ve been messing about with .net and MSBuild but getting nowhere fast. :confused:

Been using plugin for a while now and it’s been fantastic so far. The only thing I’ve noticed it lacks is the ability to pass through data containers from blueprint -> javascript api.
For example passing through an array of strings, or a structure. Is possible?

Hi SC. It should be easier than that. I just put all of the QT dll files into the game engine binaries folder and the plugins folder goes into the root of your project in my documents or wherever. Then you need to recompile your project and it should build the plugin.

Ok, stupid me just figured it out. Basically, for the 4.5 version to be installed you first need to install the 4.4 version (which contains all the QT files etc) and then copy across 4.5 over the top of the 4.4 version. All working now, excellent plug-in.

I recompiled it for 4.5 and copied over the important QT files and whatnot from 4.4 - but when I setup a Scene UI object like on the wiki, it remains as a plain texture and the VaQuole component never seems to do anything. It does reassign the material from the VaQuoleUIScene component to the main material of the mesh. But the browser never appears.

It all compiles correctly, I can access the VaQuole components, it’s loaded in the plugins - any idea what might be causing ?

I am having same. Does anyone have any ideas? I managed to get it to stop flickering by changing Texture UWidth/UHeight to 1 but it ends up just being whatever the tint color is set to and no page loads. I also notice that it seems to start eating up memory the longer I leave it running like that.

's my blueprint.

@spire8989:

I’m not sure why it wouldn’t work for you but to let you know how I got it working, I did the following:

Open your level and go to File –> Add code to project and click next etc using defaults.
Exit your level and go in to your project folder. Right click your projectName.uproject file and generate visual studio files

Download 4.4 version
Download 4.5 fix version

Copy 4.4 version to correct folders (one folder goes in to the Program Files location where you installed Unreal 4) the other goes in to your project folder (where .ueproject resides, usually in ‘My Documents’ etc). Modify your DefaultEngine.engine file in your project folder.

Open your level and hopefully everything works as expected.

Hope that’s enough detail.

hi,where can i Download 4.5 fix version? thanks

Why use it in UE4.5, UE4.5 will crash?

It’s in the develop branch.

https://.com///tree/develop

Any support for 4.6? I tried the 4.4 with 4.5 copied over and a rebuild within UE and get:

"The following modules are missing or built with a different engine version:

UE4Editor-VaQuoleUIPlugin.dll

Would you like to rebuild them now?"

Once I hit okay I get “<Project Name> could not be compiled. Try rebuilding from source manually.” I’d rather not rebuild (install) in VS.

hi ,
Today I tried to build my project for linux but the plugin cause some errors :frowning:


1>ERROR : UBT error : Failed to produce item: ...\Plugins\\Binaries\Linux\libRCGame-VaQuoleUIPlugin-Static.a

the only error from the plugin is


1>  In file included from ...\Intermediate\Build\Linux\x86_64-unknown-linux-gnu\RCGame\Development\Plugins\Static\VaQuoleUIPlugin\VaQuoleUIPluginPrivatePCH.h:4:
1>...\Plugins\\Source\VaQuoleUIPlugin\Private\VaQuoleUIPluginPrivatePCH.h(18,9): fatal error : 'AllowWindowsPlatformTypes.h' file not found
1>  #include "AllowWindowsPlatformTypes.h"

Well, is there a actual version of ?

Another question, so it is possible to create a HUD/UI by scripting html and so on ?

I’m not sure if is still being updated, but I’m getting constant crashes on the 4.7 Preview. I updated deprecated types and whatnot.

Let me know if you get a to look at it in 4.7…

Is plugin dead? Another similar plugin I’m using currently is RadiantSDK, however I’m starting to think plugin has also been abandoned.