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LGUI (Lex GUI) - True 3D UI System, Event Framework, Prefab Workflow, Tween Animation

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  • replied
    Originally posted by NiTh View Post
    Hi, I'm struggling to have LGUI running during pause. It doesn't seem to trace to elements. I've tried checking "Tick Event when paused" on as much actors as possible (EventSystem, ScreenSpaceInteraction and all custom actor components) but it doesn't seem to work. Setting global time dilation to low values slows the game down enough to make it look like it's paused and trace events work however clicking on buttons doesn't yield any result. They just don't register clicks. How would I go about having menus work while the game is paused?

    Edit: It seems I've mistakenly spawned more than one EventSystem actor during subsequent menu loading/destroying and now it actually works on global time dilation but I still would rather have it working during pause. Time dilation doesn't immediately stop audio playback like pause does and causes weird physics problems.
    Hello, I have tryed what you said. Actually LGUIEventSystem is a ActorComponent, so you need to create a ActorComponent which inherit LGUIEventSystem and check "TickEvenWhenPaused" of that component, then attach that component to your actor.
    And, I will add a more obvious warning if more than on EventSystem is spawned.

    Leave a comment:


  • replied
    Hi, I'm struggling to have LGUI running during pause. It doesn't seem to trace to elements. I've tried checking "Tick Event when paused" on as much actors as possible (EventSystem, ScreenSpaceInteraction and all custom actor components) but it doesn't seem to work. Setting global time dilation to low values slows the game down enough to make it look like it's paused and trace events work however clicking on buttons doesn't yield any result. They just don't register clicks. How would I go about having menus work while the game is paused?

    Edit: It seems I've mistakenly spawned more than one EventSystem actor during subsequent menu loading/destroying and now it actually works on global time dilation but I still would rather have it working during pause. Time dilation doesn't immediately stop audio playback like pause does and causes weird physics problems.
    Last edited by NiTh; 01-15-2021, 04:25 PM.

    Leave a comment:


  • replied
    Originally posted by Forever冯 View Post
    Are there any projects that can be demonstrated on mobile phones?
    Acturally no, just tested on android device, but no complete project yet.

    Leave a comment:


  • replied
    Are there any projects that can be demonstrated on mobile phones?

    Leave a comment:


  • replied
    New version 2.10.0 with new sample project--CarCustomization, download from github:
    https://github.com/liufei2008/LGUI-S...rCustomization
    Check the video:

    Leave a comment:


  • replied
    Originally posted by Dmiboks View Post
    Hello! How can I make one LGUICanvas with rect clip hide other LGUICanvas with the rect clip? The little grid there - It should be hidden.
     
    Spoiler
    Hello!
    In the child canvas, in property "Override Parameters" check "Click Type", then in property "Clip Type" check "Rect", and make sure property "Inherit Rect Clip" is checked, like the image below:
    Click image for larger version

Name:	_20201230152507.png
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Size:	15.2 KB
ID:	1847612
    That will do the job.

    Leave a comment:


  • replied
    Hello! How can I make one LGUICanvas with rect clip hide other LGUICanvas with the rect clip? The little grid there - It should be hidden.
     
    Spoiler
    Last edited by Dmiboks; 12-25-2020, 09:31 AM.

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  • replied
    Originally posted by lex.liu View Post

    @Roland_Price
    Hello, for world space 3d UI, yes you can use emissive material for LGUI's elements.
    All you need to do is just replace the default material of LGUICanvas with your own emissive material.

    The image below is what I did with emissive material:Click image for larger version

Name:	QQ图片20201120225117.png
Views:	201
Size:	504.8 KB
ID:	1834337I copy the LGUI_Standard material, and increase the emissive value, then put it to LGUICanvas's DefaultMaterials property.
    Thank you for the answer. That's a very nice feature, I was looking for a long time for a solution that has this implemented. I'm currently looking for a GUI replacement for my project but I'm using a 2d UI menus plugin and I'm afraid that migration will be not easy. I will look into your docs and videos and will get beck if I have any additional questions

    Leave a comment:


  • replied
    Originally posted by Roland_Price View Post
    lex.liu Good day. Is there a way to create an element and text with emissive material using your plugin?
    @Roland_Price
    Hello, for world space 3d UI, yes you can use emissive material for LGUI's elements.
    All you need to do is just replace the default material of LGUICanvas with your own emissive material.

    The image below is what I did with emissive material:Click image for larger version

Name:	QQ图片20201120225117.png
Views:	201
Size:	504.8 KB
ID:	1834337I copy the LGUI_Standard material, and increase the emissive value, then put it to LGUICanvas's DefaultMaterials property.

    Leave a comment:


  • replied
    lex.liu Good day. Is there a way to create an element and text with emissive material using your plugin?

    Leave a comment:


  • replied
    Originally posted by nynjed View Post
    Just copy of question from marketplace with some additions:

    I make a simple UI - just text and button in container in screenspace. During default PIE session with only one player all was fine.
    Then I select "Number of Players" - 2 and "NetMode" - "Play as ListenServer" under play button. During PIE every viewport had duplicates of UI. It can be seen when viewports has different sizes, so unwanted copy of UI looks stretched.
    I unchecked all "NetLoad on clients" this behavior stops on UI edit map, but when was exported to prefab and that prefab loaded in another level with "LoadPrefab" at levels BeginPlay it again begin duplicating UI.
    How to prevent UI duplicating in PIE during multiplayer debugging?

    Screenshot of viewports(partically):



    There must be only one button "ExampleButton", and one text "Example 3D UI" in each viewport.

    In case of trying to play in editor with "Play as Client" setting - there is no any UI.

    In packaged game I dont saw this issue, but I cant push any UI commits to our teams git as it can become annoying issue for other team members while they will debug multiplayer in editor with duplicated UI.

    Edit: I delete question at marketplace, as this place is more relevant for it.
    Edit2: I'm used 2.8.6 version.
    @nynjed
    Sorry about that, it sounds like a very serious problem, I will fix it as soon as possible.


    @nynjed
    Edit: Hello, hope it's not too late. I just fix the bug and upload a new version 2.9.4, please download from market place.
    Last edited by lex.liu; 10-29-2020, 07:24 PM.

    Leave a comment:


  • replied
    Just copy of question from marketplace with some additions:

    I make a simple UI - just text and button in container in screenspace. During default PIE session with only one player all was fine.
    Then I select "Number of Players" - 2 and "NetMode" - "Play as ListenServer" under play button. During PIE every viewport had duplicates of UI. It can be seen when viewports has different sizes, so unwanted copy of UI looks stretched.
    I unchecked all "NetLoad on clients" this behavior stops on UI edit map, but when was exported to prefab and that prefab loaded in another level with "LoadPrefab" at levels BeginPlay it again begin duplicating UI.
    How to prevent UI duplicating in PIE during multiplayer debugging?

    Screenshot of viewports(partically):



    There must be only one button "ExampleButton", and one text "Example 3D UI" in each viewport.

    In case of trying to play in editor with "Play as Client" setting - there is no any UI.

    In packaged game I dont saw this issue, but I cant push any UI commits to our teams git as it can become annoying issue for other team members while they will debug multiplayer in editor with duplicated UI.

    Edit: I delete question at marketplace, as this place is more relevant for it.
    Edit2: I'm used 2.8.6 version.
    Last edited by nynjed; 10-10-2020, 08:02 PM.

    Leave a comment:


  • replied
    New feature in LGUI version 2.9:
    TextAnimation: https://www.youtube.com/watch?v=xNDt...88%98%E9%A3%9E
    DrawableEvent(new editor): https://www.youtube.com/watch?v=WSov...88%98%E9%A3%9E

    Leave a comment:


  • replied
    New feature in LGUI version 2.8.3:
    In edit mode, we can select a viewport to preview screen space UI, check this video:
    https://www.youtube.com/watch?v=IxrH...ature=youtu.be

    Leave a comment:


  • replied
    Originally posted by Schwingggg View Post
    The prefab functionality isn't working for 4.24.

    After I create a prefab and try to save it or save all, it throws an error "Can not be saved as it's only partially loaded". If I close and restart the editor, the prefab disappears in the content browser.
    The issue have fixed in plugin version 2.6.3, please update it from Epic Game Launcher.

    Leave a comment:

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