Nice_Rain
(Nice_Rain)
July 17, 2014, 10:55pm
122
You are my hero xD. Let me test it out and debug a bit of code. I have a gift in return.
Loucsam
(Loucsam)
July 17, 2014, 11:00pm
123
Hi, noob alert first up, only recently purchased UE, and going through tutorials to learn more.
There is something I need to do in my game, which I was planning on doing with models that might be possible using plugin, and was wondering if it was, so …
I have a playing board, imagine it is a chessboard. When I click on a square it was going to show a number, which was going to be a 3d model, placed directly over the chosen square. Could I, instead, have a plane just above the chessboard using plugin, which semi-transparently displays numbers over the squares on the board, and that if the board/camera view is moved around I would still see ‘HUD’ just over the board from any angle?
So I think I am asking is a purely 2d coordinate display or can it be a plane in 3d space (aligned to the 3d model chessboard)?
Cheers,
Max
sy49
(sy49)
July 18, 2014, 3:55am
124
Hi, .I have a problem ,when i use vaquoleSceneUI ,my playerinput doesn’t work,and looks like just one place can recognize mouse click,
ufna
(ufna)
July 18, 2014, 4:11pm
125
Hi, .I have a problem ,when i use vaquoleSceneUI ,my playerinput doesn’t work,and looks like just one place can recognize mouse click,
How do you setup the click? Is it camera-view approach I’ve described in examples?
ufna
(ufna)
July 18, 2014, 4:38pm
126
I’m not sure that I’ve understood you right, but you can definitely use web UIs in 3d space. Also, it can be done using CCS3 features.
Loucsam
(Loucsam)
July 20, 2014, 1:20am
127
Thanks yes that is what I meant.
I think I have it all properly installed now, but can’t work out how to make the surface of a cube primitive display the example html.
Can someone please describe the process from a more beginner level start to finish on how to achieve ?
Thanks, and Cheers,
Max
envenger
(envenger)
July 21, 2014, 7:47am
128
Is the support only for BP or C++ too?
Nice plugin. I think i will test it soon.
ufna
(ufna)
July 21, 2014, 7:58am
129
Please check https://.com///wiki/Scene-UI-component and I recommend not to use cube for first time.
You can use it with C++ too
ALECA
(ALECA)
July 21, 2014, 4:37pm
130
any possibility to get plugin for UE4.3?
ufna
(ufna)
July 21, 2014, 4:38pm
131
Sure, it’s already pre-built: https://.com///releases/tag/1.1-b13
ALECA
(ALECA)
July 21, 2014, 4:57pm
132
You are the best
I have a question: Is it possible to load local html content?
Nice_Rain
(Nice_Rain)
July 22, 2014, 12:56am
133
Are you referring to loading a local HTML file like, in the content folder? The answer is yes. Add under your UI Component:
vaquole://Content/Art/UI/example.html
Nice_Rain
(Nice_Rain)
July 22, 2014, 12:57am
134
clearing UI
What would be the best way to go about disabling the HUD component?
Edit: I have added a branch to check for a boolean value before the draw occurs. Is that where I should place it to disable HUD rendering?
ufna
(ufna)
July 22, 2014, 1:39am
135
Simple one is to call SetEnabled(false)
I’m attempting to install plugin but I’m running into the same that AntonieB was having:
Thanks , indeed only the last 2 errors remains
27>c:\Users\Antonie\Documents\UnrealEngine\Engine\Plugins\Source\VaQuoleUIPlugin\Private\VaQuoleUIViewportClient.cpp(43): error C2027: use of undefined type ‘UConsole’
27> c:\users\antonie\documents\unrealengine\engine\source\runtime\engine\classes\engine\GameViewportClient.h(180) : see declaration of ‘UConsole’
27>c:\Users\Antonie\Documents\UnrealEngine\Engine\Plugins\Source\VaQuoleUIPlugin\Private\VaQuoleUIViewportClient.cpp(43): error C2227: left of ‘->InputKey’ must point to class/struct/union/generic type
Thanks again already!!
Was there a solution provided for ? Because I didn’t see anything posted further about it.
I’am currently using the pre-build version and did not ‘continue’ my selfbuild experiments
The pre-build version is available via:
https://.com///releases/tag/1.1-b13
I guess did find a way to fix the problem, but I don’t know how / what he did.
ufna
(ufna)
July 22, 2014, 9:53am
138
If you’re using UE 4.3.0 please check that you’re using last plugin version too.
ALECA
(ALECA)
July 22, 2014, 7:41pm
140
Any to get for android? I tried to deploy my game on Android and got error
LogPlayLevel:Display: UnrealBuildTool: E:\projects\unreal Engine\KingdomOfGuardians runk\Plugins\Source\VaQuoleUIPlugin\Private\VaQuoleUIPluginPrivatePCH.h(18,9) : fatal error: ‘AllowWindowsPlatformTypes.h’ file not found
LogPlayLevel:Display: UnrealBuildTool: include “AllowWindowsPlatformTypes.h”
LogPlayLevel:Display: UnrealBuildTool: ^
LogPlayLevel:Display: UnrealBuildTool: 1 error generated.
LogPlayLevel:Display: UnrealBuildTool: -------- End Detailed Actions Stats -----------------------------------------------------------
LogPlayLevel:Display: UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: E:\projects\unreal Engine\KingdomOfGuardians runk\Plugins\Binaries\Android\VaQuoleUIPlugin-Static-armv7.a
LogPlayLevel:Display: UnrealBuildTool: Cumulative action seconds (8 processors): 0.00 building projects, 8.40 compiling, 0.00 creating app bundles, 0.00 generating debug info, 0.00 linking, 0.00 other
LogPlayLevel:Display: UnrealBuildTool: UBT execution time: 11.83 seconds
LogPlayLevel:Display: CommandUtils.Run: Run: Took 11.9360886s to run UnrealBuildTool.exe
LogPlayLevel:Display: BuildCommand.Execute: ERROR: BUILD FAILED
LogPlayLevel:Display: Program.Main: ERROR: AutomationTool terminated with exception:
LogPlayLevel:Display: Program.Main: ERROR: Exception in AutomationTool: Command failed (Result:2): C:\Program Files\Unreal Engine\4.3\Engine\Binaries\DotNET\UnrealBuildTool.exe KingdomOfGuardians Android Development “E:\projects\unreal Engine\KingdomOfGuardians runk\KingdomOfGuardians.uproject” -noxge -rocket. See logfile for details: ‘UnrealBuildTool.txt’
LogPlayLevel:Display: Stacktrace: at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options)
LogPlayLevel:Display: at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName)
LogPlayLevel:Display: at AutomationTool.UE4Build.BuildWithUBT(String ProjectName, String TargetName, UnrealTargetPlatform TargetPlatform, String Config, String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity)
LogPlayLevel:Display: at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InForceNonUnity, Boolean InForceUnity) LogPlayLevel:Display: at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL) LogPlayLevel:Display: at BuildCookRun.DoBuildCookRun(ProjectParams Params) LogPlayLevel:Display: at BuildCommand.Execute() LogPlayLevel:Display: at AutomationTool.Automation.Execute(List
1 CommandsToExecute, CaselessDictionary`1 Commands)
LogPlayLevel:Display: at AutomationTool.Automation.Process(String] CommandLine)
LogPlayLevel:Display: at AutomationTool.Program.MainProc(Object Param)
LogPlayLevel:Display: at AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param)
LogPlayLevel:Display: at AutomationTool.Program.Main()
LogPlayLevel:Display: Program.Main: ERROR: Command failed (Result:2): C:\Program Files\Unreal Engine\4.3\Engine\Binaries\DotNET\UnrealBuildTool.exe KingdomOfGuardians Android Development “E:\projects\unreal Engine\KingdomOfGuardians runk\KingdomOfGuardians.uproject” -noxge -rocket. See logfile for details: ‘UnrealBuildTool.txt’
LogPlayLevel:Display: ProcessManager.KillAll: Trying to kill 0 spawned processes.
LogPlayLevel:Display: Program.Main: AutomationTool exiting with ExitCode=1
LogPlayLevel:Display: Domain_ProcessExit
LogPlayLevel:Display: ProcessManager.KillAll: Trying to kill 0 spawned processes.
LogPlayLevel:Display: copying UAT log files…
LogPlayLevel:Display: RunUAT.bat ERROR: AutomationTool was unable to run successfully.
LogPlayLevel:Display: BUILD FAILED