Currently it’s not configured to be used for mobile games.
You can create request : https://.com///issues?state=open , I’ll take a look next week I think.
Currently it’s not configured to be used for mobile games.
You can create request : https://.com///issues?state=open , I’ll take a look next week I think.
Thanks . It was added to your list.
Please help me. I think i totally messed up disabling the plugin and now my project crashes on start up
Callstack:
!Id:5b388b94c2ab5f763be962f721519340
Unknown exception - code 00000001 (first/second not available)
Assertion failed: GameViewportClientClass != NULL [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.3\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp] [Line: 1268]
Engine config value GameViewportClientClassName is not a valid class n
KERNELBASE + 23544 bytes
UE4Editor_Core + 3009491 bytes
UE4Editor_Core + 1775834 bytes
UE4Editor_Core + 1703568 bytes
UE4Editor_Engine + 8776031 bytes
UE4Editor_UnrealEd + 1422255 bytes
UE4Editor_Engine + 8759966 bytes
UE4Editor_UnrealEd + 1419919 bytes
UE4Editor_UnrealEd + 1411839 bytes
UE4Editor_UnrealEd + 5454794 bytes
UE4Editor!FEngineLoop::Init() + 526 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.3\engine\source\runtime\launch\private\launchengineloop.cpp:1866]
UE4Editor_UnrealEd + 5343812 bytes
UE4Editor!GuardedMain() + 285 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.3\engine\source\runtime\launch\private\launch.cpp:125]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.3\engine\source\runtime\launch\private\windows\launchwindows.cpp:125]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.3\engine\source\runtime\launch\private\windows\launchwindows.cpp:207]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
Update: Fixed. I reverted the DefaultEngine.ini config and my project started again.
Sadly I am using the latest release. 1.1-b13
Re-gen project files and rebuild the project to be sure. And cleas Intermediate and Saved folder before.
I’ve done multiple times, just to be sure.
Is having implemented enough to make it possible to click around on a web page? I copied into the level blueprint for now, and have it fire every time I hit the ‘P’ key. I’ve checked the debugger and the flow is reaching all the way to the Mouse Move From Hit Result node, but nothing is happening on the web page that I have loaded up. Is something out of place or is there more work that I need to do to get it working?
Thanks, and plugin is awesome.
Did you set ViewportClient in DefaultEngine.ini ?
Yes, I had to add the [/Script/Engine.Engine] section because it wasn’t there yet, and I added line to it
GameViewportClientClassName=/Script/VaQuoleUIPlugin.VaQuoleUIViewportClient
Just wanted to follow up with what I did wrong - I set up the viewport stuff in the wrong DefaultEngine.ini file. I did it in the Unreal Engine installation’s version, when I was supposed to do it in the game project’s version. Thanks for pointing me in the right direction .
Hey,
Can you help me up with the packaging? When i start the shipping exe i get :
Is there anyone package OK with the ? When i package pop out a system error "Qt5Core.dll lost… ", How should I do ? Please give some advice , Thanks.
Great, I’m happy that it resolved
Please check that you’ve added the plugin to the dependencies list. (Content-only projects are not supported by game plugins)
Please check that you’ve placed the right version of DLLs (64/32 bit) into packaged project. Are you using shipping build, or developer one?
, do you have a recommended method for having the VaQuoleHUD component consume mouse input, but only when the mouse is over the HUD component? For example, say you have a little square in a corner of the screen with a web page in it and you want to be able to interact with that page on the square, but you don’t want to click on or cause any cursor overlap events on objects that are behind that square.
The simpliest way is to use the Chunk System. Make each HUD element as separate view and set its resolution smallest to fit.
By default HUD view receives all keyboard input, and mouse input events when mouse on it. You can manually manage input handling by SetInputEnabled(), f.e. you can disable it and enable only when view is under the cursor or some key is pressed
Hi there. First of all - your plugin is great and I managed to get it working - it displays and scrolls a website. But I have a problem with input - there is no way I can click on anything on websites. You write about making my own gameviewport class, but I have no idea how to manage it - could you help me out?
Are you using it for HUD or Scene UIs?
Scene UI, on box static mesh made from BSP.
Please check : https://.com///wiki/Scene-UI-component#player-input
And be sure that you’re pointing the right box side. I recommend to use plane instead of cube for the first time.
Hey there. I’ve checked and everything is connected as shown on the picture, I’ve been trying to use right side of the cube as well as double sided plane, as well as one-sided plane, and yet no result. I can scroll, but I can’t click.
EDIT:
Ok, turns out, I borked something in graph editor. Everything works now (although while trying to browse youtube my editor crashed ;P). Thank you very much!!
Please make minimal example and send me as an archived project, I’ll check.