Looking forward to it can’t get it to work right now somehow… tells me missing QT but it is installed
[UPDATE]
I didn’t get the instructions correctly but now I got it working. Still looking forward to any updates / some sample though!! thanks already for your work
[UPDATE 2]
It keeps crashing, probably because I don’t know exactly how to use Texture2D / Dynamic Material etc… i’m only using blueprint but can’t get it to work. so again +1 on waiting for an easy to uderstand example.
Thanks again for the screenshots / help. I manage to get a simple URL working and use the texture on some simple mesh. But the strange thing is it is only working if I use the ‘play’ button in the unreal editor. If I use ‘launch’ and start a stand alone run of my project the ‘url’ is not working / not shown and only the default texture that I specified at (http://i.imgur.com/s4RCsSy.png) is shown.
Thanks alot for super usefull project. I managed to get it to work within minutes (thanks to ga2mer for the usefull screenshots). The only thing I dont fully understand is the js callback. I saw in your example:
VaQuoleWebView.scriptCommand("...");
But i dont really know where the aQuoleWebView comes from and how i can grap the events in blueprint.
VaQuoleWebView is a Qt-written WebKit wrapper: https://.com///blob//ThirdParty//Private/VaQuoleWebView.h .
Currently JS commands are checked in Tick event of UI component: https://.com///blob//Source/VaQuoleUIPlugin/Private/VaQuoleUIComponent.cpp#L160 . It calls simply console commands.
It’s good idea to move it into blueprints, I’ll make it in few days, thanks!
Binaries are pre-built with installed engine version 4.1.1. If you’re using UE4 built from sources, you have to re-compile plugin from sources too. I don’t why it works that way, but (
Hey , the plugin doesn’t seem to be getting packaged when you go to “Package Project” in the editor, or when you compile the “Shipping” build in VS. It works great when you are working in the editor though… Any tips on how to get the plugin to be included in the builds? I see you were asking something similar a while back -https://forums.unrealengine.com/showthread.php?4401-How-to-package-game-with-plugins-right-way
For some reason the plugin does not appear in the Plugins window. I have put the files in the correct folder (also copied the qt folders to Engine) and recompiled several times.
EDIT: I’ve managed to install the plugin, but now I have the error The program can’t start because Qt5Core.dll is missing from your computer.
Question: do I need to have Qt installed, or is it going to work just with the two folders copied to the Engine folder as mentioned?
I have installed Qt afterwards, but it does not fix the.
Hey , how do you use javascript to fire a blueprint function and maybe return something? I see you support it “Callback from JS scripts are processed by Exec functions” but I’m not sure how that works =/
You should put the DLL that included in plugin to the Engine’s Binaries folder. And it will work
You can add your own exec function, that will fire blueprint event (or anything you want), and then use it in JavaScript. JS code just simply launch ConsoleCommand("Your command ");
I plan to implement nice BP support, but a bit later (health issues ).
I would be really grateful if you can elaborate on screenshots a bit.
For example:
Do I need to create a new BP for the HUD? And what are the other nodes that can’t be seen in the screenshot?
How do I get the texture in the material screenshot?