So this is the problem I’m facing:
I’ve packaged my project for HTML5 using Unreal 4.18.2 with blueprints on Windows 10. First odd thing is the camera movement… In my application, you circle around some pieces of furniture by pressing and holding the right mouse button and dragging the mouse around the screen. While this works perfectly when I pack the project for Windows, in HTML5 this is very fast and weird.
The second error happens when I choose the table lamp example on the menu that opens when I click the button on the left of the screen. When the table lamp is loaded on screen, the menu buttons and the panels for changing materials all disappear. If I zoom in very close using the mouse wheel, the menu appears but disappears again if I move the camera. The material of the table lamp body, which is metallic, becomes black. And the light that the table lamp has inside the metallic body leaks in all directions like if it’s not inside the body.
None of this happens when I pack the project for Windows x64.
Here’s the link if anyone wants to try: https://d1boa6bj4pjjeq.cloudfront.net/
Does anybody have any clue of what might be wrong?
Great to have a repro build online, it helps a lot to troubleshoot!
With respect to the right-click-and-drag mouse issue, I notice that the issue seems to be that mouse movement delta coordinates are computed incorrectly (by UE4 engine?) What happens is that when I press down right mouse cursor and start dragging, the drag deltas seem to be constantly interpreted with respect to the center point where I first held down the mouse cursor, rather than the mouse coordinate from last frame. This feels like something is missing in tracking the coordinates from previous frames and computing deltas.
Does the mouse delta code include your own blueprints/c code or is this all going through some built-in UE4 engine logic? I wonder if there might be a point for you to hook in somewhere in the middle.
Not sure about the menu disappearing, but I can definitely reproduce that - choosing the lamp and rotating around it causes the 2D UI to disappear and reappear depending on the camera viewpoint.