Web UI (HTML/CSS/JS Interface Widgets)

We’ve updated the store on our website for accelerated paint license keys!

This took a lot longer than planned, but that’s primarily because of us recently being approved for the Marketplace, as we’ve been getting other plugins and examples prepared. But now developers don’t have to deal with the back-and-forth of email communication, and will have their keys always available on the orders page.

Another quick note that mobile support has been taking a lot longer than planned, and hasn’t been rolled out yet:

It turns out we needed to fork a lot of the code for the integrated web browsers on mobile (WebView + WKWebView) in order to get things working properly, especially the custom Java code on Android. Plus the amount of time it takes for us to make iOS builds and test things for iOS has also made things take a bit longer than originally planned.

We finally have a build of WebUI 2.0 ready for Android! There are still a few features that haven’t been implemented yet, but we at least have all the core functionality ready. This includes UFS access via http://game.local/ by leveraging request intercepts in the browser on mobile. We’ve already submitted a new build to Epic Games and should have Android supported on the Marketplace within the next few days.

We also have much of the iOS implementation done as well. However we haven’t had a chance to test everything yet, so we’ll be handling iOS once we get Android out of the way.

More updates are coming soon. Stay tuned!

There’s now a build for iOS available on the Marketplace:

However there’s still a few bugs that need to be fixed, including UFS loading via http://game.local and pass-through transparency support. We had a third-party developer testing iOS for us, but the language barrier made communication a bit difficult, and they haven’t been around in a while. If there are other developers out there looking to distribute on iOS, be sure to join our Discord server (discord.gg/N9xBKsXkee) to help us compile and test these last few issues for iOS.

Hi, I’m trying to get the plugin to use a newer version of CEF. I’ve managed to compile it using the newer version, but it seems to not be working with the subprocess program TracerWebHelper.

Am I correct in thinking that TracerWebHelper is something you have adapted from EpicWebHelper, but its source code is not included in the WebUI plugin? If so, would you be able to give me some guidance on how TracerWebHelper works so that I can try to recreate it and adapt it to the newer CEF version?

Many thanks.

Nevermind, I figured it out. Only took all week. DM me anyone who wants a version of EpicWebHelper that works with CEF 121.

Yes, the TracerWebHelper is just adapted from the EpicWebHelper as you assumed. But no, I’m not going to be able to give you any guidance, as we already plan on updating the CEF ourselves, and spending time teaching someone else when we’re already in the process of doing it, isn’t really an efficient use of our time. Moreover, just because you hacked it together after an entire week doesn’t mean anything of value was actually accomplished, since it’s now no different than the native WebBrowserWidget that comes with the engine.

We’ve explicitly set the minimum version of our update to CEF 124 for the very reason that it includes specific changes. This is most likely why you went with CEF 121, since things changed too considerably in CEF 124, and would have required actual work. Most importantly, there isn’t any accelerated paint support in CEF 121, which is kind of the entire point of this plugin these days.

So again, we’re already working on the CEF 124 update for ALL 3 PLATFORMS and should have this done within the next few weeks, or worst case scenario, before the end of the year.

The WebUI plugin has been updated for UE 5.5 on Fab. In fact, now that Fab supports more than just the previous 3 engine versions, we’ve finally been able to update ALL VERSIONS on Fab. That means you can download the plugin via the Epic Games Launcher even as far back as 4.23, and no longer need to download older versions via our website.

We’ve also disabled sales on our website for this very reason, since everything is now available on Fab. Our website will just redirect you to Fab now instead, which is where all purchases should be made. The WebUI_Example.zip has been included in the Fab downloads as well.

Most importantly, thanks to the generous support of a third-party company, we’ve received some financial incentive to get the CEF 124 updates completed for ALL 3 PLATFORMS. So the CEF 124 update should be released within the next few weeks, or worst case scenario, before the end of the year. We may also use a newer version such as CEF 130 or 131 since those are most recent, but right now our focus is on the huge CEF 124 updates that we want to get working.

More updates are soon to come. Stay tuned!

That’s great news, I’m really glad I won’t have to spend any more time mucking around with CEF. Good luck with the update!

I have good news! We’ve finally updated the plugin to CEF 124 on Windows, along with full accelerated paint support using the new official CEF shared texture support (whereas shared textures had to be hacked in manually for the past few years until CEF 124 added it back in).

I was going to update to CEF 130 but it appears some of the recent Chrome/Alloy changes have broken accelerated paint entirely. So we’ll just be sticking with CEF 124 for now until things get more stable.

But other than that, we’re going to roll this update out on Fab within the next few days. We just need to address another critical issue with the /Plugins/Marketplace/WebUI/ folder path due to the new way Fab is naming plugin folders. For example /Plugins/Marketplace/WebUI88b6dfde9859V13 in some cases.

We’ll let you all know when the new update has been approved by Epic.

1 Like

The CEF 124 update is live on Fab! This includes a critical fix for the new folder naming scheme in the Epic Games Launcher, which now creates directories such as /Plugins/Marketplace/WebUI3ba82729be10V4 after each Fab update.

We’ve updated both UE5 and UE4 to support arbitrary folder names. However CEF 124 is not supported by the compiler on UE4. Therefore we have to keep UE4 on CEF 84 while UE5 will move forward with CEF 124. We haven’t updated the CEF on Mac yet, but since it’s running on the native CEF 90 that comes with the engine, it already supports ES2020, while CEF 84 did not.

So now that Windows, Mac, and Linux are all running on browsers with ES2020 support, next we’ll start working on the update for accelerated paint support on Mac. Stay tuned!

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Hello

I purchased WeUI and JSON plugins on November 13, 2023 through the paypal account mirmyth@msn.com. My github account is mirmyth@me.com, but now I can’t download the new version and always get redirected to fab.com to re-purchase. Can you help me please?

@spidershift

I have emailed contact@tracerinteractive.com over and over again, also attaching the paypal payment credentials, but no response. I also tried to ask you for help on the CrossFire channel, then you banned me.

Now, I don’t want to waste any more time on this, I just want my money back!!!

1 Like
  • Purchases WebUI 1.0 on our website for $10 a few years ago
  • Downloads full source code for WebUI 1.0 via our website
  • Uses and benefits from WebUI 1.0 for years without restriction
  • Goes back to our website for WebUI 1.0 update on latest UE versions
  • Discovers support has ended for WebUI 1.0 and it’s no longer updated
  • Learns of WebUI 2.0 on Fab for $50 and thinks they’re entitled to it for free
  • Suddenly demands money back for WebUI 1.0 (even though they’ve owned it and used it for years) all because they can’t get a free update to WebUI 2.0

Yea that sounds like a typical entitled Karen. So you can keep whining and crying all you want, but it’s not going to change anything. If you don’t want to purchase WebUI 2.0 and don’t want to use WebUI 1.0 anymore (or can’t figure out how to update it yourself) then hey…good luck to you, enjoy going back to the stone age with vanilla UE interface widgets.

@spidershift

GOD, YOU FINALLY CRAWLED OUT OF THE MOUSE HOLE!!!

  • Purchases WebUI 1.0 on our website for $10 a few years ago
  • Downloads full source code for WebUI 1.0 via our website
  • Uses and benefits from WebUI 1.0 for years without restriction

First, I purchased WebUI for $10 and downloaded the source code, and using it unlimitedly did not violate any of your agreements.

  • Goes back to our website for WebUI 1.0 update on latest UE versions

Secondly, I was not able to download WebUI 1.0 for any UE version from your website and be always asked to re-purchase it.

  • Discovers support has ended for WebUI 1.0 and it’s no longer updated
  • Learns of WebUI 2.0 on Fab for $50 and thinks they’re entitled to it for free

Third, you did not announce in some way (website or email) that version 2.0 will no longer be upgraded for free. On the contrary, I received an email about “WebUI 2.0 Download” on June 23, 2024 (see attachment).

  • Suddenly demands money back for WebUI 1.0 (even though they’ve owned it and used it for years) all because they can’t get a free update to WebUI 2.0

In fact, I have no intention of getting compensation from you. I just had to use this method because I didn’t get any response from you before. Now, let everyone take a look at who is the real Karen.

Finally, I will disappoint you. As a senior c/c++ programmer, I can make any modifications and optimizations to Unreal Engine.

GOD, YOU FINALLY CRAWLED OUT OF THE MOUSE HOLE!!!

Yea, some people have actual work to do. It seems like you sure have a lot of free time though. So let me be crystal clear that this is the last reply you’re going to get, because this is a total waste of time.

I purchased WeUI and JSON plugins on November 13, 2023

Your payment info is from China, and starting last year, we don’t provide any support or assistance to China. Perhaps you missed that in the previous posts in this thread, where we mention that we made the decision to no longer do business with China anymore:

forums.unrealengine.com/t/web-ui-html-css-js-interface-widgets/103275/237

We literally ignore everyone, including you, if anyone from China contacts us. Plus we don’t even allow downloads from China using the “free trial” links either. In fact, our entire website has all content downloads blocked for China, and a few other hostile countries, along with any VPN access as well. So even if we still offered WebUI 1.0 downloads via our website, which we don’t, you still wouldn’t have access anyway.

Third, you did not announce in some way (website or email) that version 2.0 will no longer be upgraded for free

Let’s see, so you take an email from 8 months ago, which is before we decided to move to the Marketplace, and want to act like that’s the way things are today. You can literally go to that date in this thread, and see how a few weeks later we announced our migration to the Marketplace:

forums.unrealengine.com/t/web-ui-html-css-js-interface-widgets/103275/239

So for someone that apparently has tons of free time to post over and over in this thread, you sure didn’t check any of the relevant posts regarding the dates in question.

Moreover, we did send announcement emails with Marketplace links to everyone that purchased the plugin via our website. In fact, we provided them with the plugin 100% FREE on the Marketplace, as an upgrade, for anyone that purchased on our website in 2024. Now we obviously didn’t include any purchases from China, so you were purposefully left out of those emails, because I cannot stress enough, we do not want your business.

Finally, I will disappoint you. As a senior c/c++ programmer, I can make any modifications and optimizations to Unreal Engine.

So again, either update the plugin yourself “Mr. Senior C++ Programmer” or don’t. Nobody cares. The fact that you’ve already spent a bunch of time sitting here making over 5 edits to your previous post rather than just making the necessary engine updates…it’s almost as if you just don’t have anything better to do with your time. Now on the contrary, we have more important things to do. Bye!

Found a slightly odd (but not major) bug with this plugin that some users might need to know about.

If you are passing very large objects over a certain size from CEF back to Unreal C++ using the ue5() function, AND you have Accelerated Paint enabled (but not if it is disabled), the function will fail without reporting anything. When we stringify the data being sent, the length it fails at is somewhere >60,000 characters (didn’t bother to work out exact number). So if you are using Accel Paint and sending any very large objects like this, you will need to split them up over multiple ue5() calls.

If you were developing without Accel Paint on and then enabled it, be aware that you may now have some broken functions that need to be checked, that are failing silently.

Before being kicked without reason from your discord and being insulted, I confirm that the plugin doesn’t compile on 5.5 and 5.4 both windows and Android, I’d be glad to have assistance if possible.
Thanks

Before being kicked without reason from your discord…

Nobody cares.

Hey everyone! Let us forewarn you that we’re not going to tolerate people wasting our time or treating us like ChatGPT. So this individual can claim they were “kicked without reason” all they want, but thankfully we like to bring the receipts. In fact, we can remove anyone from our Discord for any reason, whether they like it or not.

Now for starters, they come in here with the bold claim that the plugin doesn’t compile for 5.4 and 5.5 on Windows. Well that’s strange, then how did these compiled versions come into existence?

tracerinteractive.com/plugins/webui/5.5/sample.zip
tracerinteractive.com/plugins/webui/5.4/sample.zip

But no no, it must be the fault of the plugin, right? So let’s take a look at their initial support request:

As you can see, they were receiving a ModuleRules error because they’re using the pre-compiled version of the engine via the Epic Launcher, but didn’t place the plugin in the /Engine/Plugins/Marketplace directory. You cannot put plugins in any other directory except this one for pre-compiled versions of the engine. So they tried moving the plugin to their project, where they then received a different error message. In fact, this error message literally told them exactly where to put the plugin and they couldn’t even read the error message that they posted, right in front of their eyes.

Moreover, this is literally the first thing in the documentation itself, which shows how to install the plugin via the Epic Launcher, followed by instructions how to install the plugin manually and where to place the files:

So we tell them, they should actually take the time to read the error messages they’re posting along with directing them to go and actually read the documentation, since all of this is outlined on the first page:

So do you think they put in any effort and went to the documentation after that? Nope, they respond like this:

They can’t even be troubled to go find the documentation, we’re apparently supposed to directly link it every time. There’s literally a documentation HTML in the root of the example zips, it’s right there on the Fab page, it’s even on the plugin itself when you go to the project settings.

So this clearly demonstrates that either this individual is very lazy or totally incompetent, most likely some combination of the two. In fact, even after directing them to the documentation, they come back and instantly prove this point yet again by saying this:

They’re still trying to place it in their project folder. They couldn’t even be troubled to actually read the second page of the documentation, where it clearly shows that the plugin is going in the /Engine/Plugins/Marketplace directory.

So we remind them, yet again, that they’re not putting in any effort and clearly wasting our time:

At this point they decide to start blaming the plugin, claiming it doesn’t compile for their version of the engine. Again, they literally just did this (and very confidently I might add) in their previous post as well:

I confirm that the plugin doesn’t compile on 5.5 and 5.4 both windows and Android

So now we’re done wasting our time on this person, and kicked them from our Discord. Then instead of just going on their way, they decide to take their frustration out on the rating system, and 1 star all our plugins. That’s fine, that’s their right as a consumer. But that’s not all, now they have to come here to this thread to vent their frustrations, and ironically enough still asking for assistance (which is obviously never going to happen) all while trying to convince people the plugin just outright doesn’t work at all.

Long story short, don’t be lazy and incompetent like this person. Learn to actually value the time of people you’re asking to help you, and put in some actual effort to read documentation, read error messages, and most importantly, not trying to fear monger people into thinking a plugin that’s very widely used just doesn’t work at all. Again, if that was the case, not only would there be thousands of people that would’ve had this problem too, but our pre-compiled plugins for those versions wouldn’t exist either. It’s beyond hilarious at this point just how out-of-touch this person is, as they so confidently claim the plugin doesn’t work on these versions at all.

Before screenshotting content, and insulting you should undestand what are the people/customers need. You’re continuing insulting other than supporting difficulties.