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    Originally posted by LowEntry
    Code plugin developer here.

    I would like to know:

    - What limitations in blueprint are you currently running into?
    - What functionality can you come up with that currently isn't achievable with blueprint alone?
    In particular - im trying to develop an IOS app with Text Input.. which means tapping into the virtual keyboard. ALL my app is produced with Blueprints.. I don't do any C++. It seems that much of the funtionality of 'calling' the Virtual Keyboard, putting it away, etc is within the C++ realm. I want to be able to call up the keyboard when I want via blueprints, and put away via blueprints as well. Right now, if I click on a TextInput field, it does come up, but then covers my input field IF I try to move the field above the keyboard, the keyboard thinks its being dismissed, and goes away.. If I had a way to either KEEP the keyboard open until I hit 'enter' as it funcitons how, that would allow me to reposition my text field above the keyboard (so you can see what you are typing like on an Iphone Message app) Thoughts?
    Now available on the UE Marketplace: Inventory Examine Interface -- and -- Fifty Knobs and Dials -- and -- Thirty Buttons Pack -- and --Kitchen and Bath Handles for Arch Vis -- and -- Chat Bot A.I. Simulator

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      Plugin that can to recording video and screenshot in AR application and share content to social web like facebook, vkontakte, instagram

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        Originally posted by CreativeVilla View Post

        In particular - im trying to develop an IOS app with Text Input.. which means tapping into the virtual keyboard. ALL my app is produced with Blueprints.. I don't do any C++. It seems that much of the funtionality of 'calling' the Virtual Keyboard, putting it away, etc is within the C++ realm. I want to be able to call up the keyboard when I want via blueprints, and put away via blueprints as well. Right now, if I click on a TextInput field, it does come up, but then covers my input field IF I try to move the field above the keyboard, the keyboard thinks its being dismissed, and goes away.. If I had a way to either KEEP the keyboard open until I hit 'enter' as it funcitons how, that would allow me to reposition my text field above the keyboard (so you can see what you are typing like on an Iphone Message app) Thoughts?
        I see what you mean. Virtual keyboard support was a nightmare, in my game/demo I made my own virtual keyboard, which has the benefit of being able to be completely stylized how you want, plus it also works on desktop (which was a requirement of mine, to fully support controllers on desktop).

        If you go to http://low.si/1/ you can download the demo. The servers are offline, so logging in and registering isn't possible anymore, but you can still see how the keyboard I made works (click on the keyboard icon of any inputfield).

        Anyway, there are ways to show the build-in virtual keyboard (http://api.unrealengine.com/INT/API/...ard/index.html), but it has always been a nightmare to get it to work, I just bit the bullet and went for a custom virtual keyboard instead, which has worked great so far.

        I hope that helps.
        Created blueprints for:
        Network connections | JSON | XML | HTTP requests | Compression | Encryption | File system

        Also accepting freelance work (blueprint, UE4 C++, backend development, web development)
        https://lowentry.com/

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          This kind of Moba kit would be awesome: http://cb-productions.de/moba-starter-kit/ . Hope they get it ready in future

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            I'm planning on releasing a nature material pack. The texture resolution for the textures is 4k.

            I was wondering, would people prefer to get 2k textures since the package can get quite heavy? Or do people prefer 4k since you don't know how are you going to use them?

            My personal opinion is to upload 2k since the package can be easy to download. What do you think?
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              It's always best to provide 4k and let the end user downgrade to 2k as needed. As a buyer I generally avoid material/texture packs that max out at 2048x2048. =)


              Project Reverie Game | SEJonF.com | Twitter | ArtStation | WIP | UE4 SciFi Assets - Season 1 & Season 2 Discount Bundles Free Asset Demo | Ice Shader

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                artists and worldbuilding tool to make the workflow quicker. like the waterfall tool, interactive tree creator, interactive spline creator, procedural environment pack. etc

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                  Originally posted by Mauriccio View Post
                  I'm planning on releasing a nature material pack. The texture resolution for the textures is 4k.

                  I was wondering, would people prefer to get 2k textures since the package can get quite heavy? Or do people prefer 4k since you don't know how are you going to use them?

                  My personal opinion is to upload 2k since the package can be easy to download. What do you think?
                  I am convinced that better (4K) quality is more important than a small download size(2K) for developers.
                  You could however provide your texture pack in two folders: both 2K and 4K versions, so developers who would want to use a 2K version don't need to export and resize it themselves in another graphics tool like Photoshop of Gimp. That could be an extra timesaver service you could provide to your customers =] People can just delete the folder they don't use in their project/export one/...

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                    I'd love to see comic book effects like pam, boom, kabooom.. and so on.
                    While at it, if you know a tutorial to do that please link it or pm me.

                    Many thanks
                    Raed Abbas
                    IMDB
                    FACEBOOK
                    Circle Of Time the game
                    Dynamic Shared Camera

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                      Originally posted by Raed Abbas View Post
                      I'd love to see comic book effects like pam, boom, kabooom.. and so on.
                      While at it, if you know a tutorial to do that please link it or pm me.

                      Many thanks
                      I always thought such kind of effect were published already... rolls eyes to Luos
                      Nilson Lima
                      Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
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                      supporting: Community FREE Ocean plugin

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                        Originally posted by NilsonLima View Post

                        I always thought such kind of effect were published already... rolls eyes to Luos
                        *Roll eyes back*
                        thanks for thinking about me.

                        https://www.unrealengine.com/marketp...dular-impactfx

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                          Originally posted by Luos View Post

                          *Roll eyes back*
                          thanks for thinking about me.

                          https://www.unrealengine.com/marketp...dular-impactfx
                          Yes, I saw this and love it (BIG fan of Luos ). The thing is, I was looking for a simple solution with the same simple look in comic books. This is a bit too complicated. And that reflects on the price btw.
                          Raed Abbas
                          IMDB
                          FACEBOOK
                          Circle Of Time the game
                          Dynamic Shared Camera

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                            Originally posted by Raed Abbas View Post

                            Yes, I saw this and love it (BIG fan of Luos ). The thing is, I was looking for a simple solution with the same simple look in comic books. This is a bit too complicated. And that reflects on the price btw.
                            Its actually quite simple, but it depends on how much you know about materials and cascade I guess.

                            Recently a new package was published (not by me) that might have a base you could use.
                            https://www.unrealengine.com/marketplace/speech-bubbles

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                              Originally posted by Luos View Post

                              Its actually quite simple, but it depends on how much you know about materials and cascade I guess.

                              Recently a new package was published (not by me) that might have a base you could use.
                              https://www.unrealengine.com/marketplace/speech-bubbles
                              I know just about enough to create my own. By complicated I meant looks complicated. Too much going on for my taste. I could simplify it I know but if would buy it then I would like to use its max not least, if you know what I mean. Here's what I did for my game to give you a idea what I was looking for:

                              Raed Abbas
                              IMDB
                              FACEBOOK
                              Circle Of Time the game
                              Dynamic Shared Camera

                              Comment


                                Code plugin developer here, I would like to know:

                                - What limitations in blueprint are you currently running into?
                                - What functionality can you come up with that currently isn't achievable with blueprint alone?
                                Created blueprints for:
                                Network connections | JSON | XML | HTTP requests | Compression | Encryption | File system

                                Also accepting freelance work (blueprint, UE4 C++, backend development, web development)
                                https://lowentry.com/

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