Search found 321 matches

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by hcpizzi
16 Apr 2024, 09:29
Forum: General Discussion
Replies: 1
Views: 94

Re: Seeking Assistance with C++ Binding in Unreal Engine 5 to NoesisGui

Hi, You can go one of two ways. You can use our class and reflection code to create your view model clases and expose the data you want, or you can use UObjects and Unreal's reflection markers. You probably want the second option. You can find the relevant documentation here: https://www.noesisengin...
by hcpizzi
15 Apr 2024, 16:29
Forum: General Discussion
Replies: 6
Views: 71

Re: Fatal error: 'Input/HitTestGrid.h' file not found when packaging using the UBT for Linux

Thanks! Fixed that one as well.
by hcpizzi
15 Apr 2024, 15:45
Forum: General Discussion
Replies: 6
Views: 71

Re: Fatal error: 'Input/HitTestGrid.h' file not found when packaging using the UBT for Linux

Windows file system is not case sensitive, but Linux is.

We're planning on releasing version 3.2.4 soon, but for now you can make the change locally to be able to continue moving on.
by hcpizzi
15 Apr 2024, 15:03
Forum: General Discussion
Replies: 6
Views: 71

Re: Fatal error: 'Input/HitTestGrid.h' file not found when packaging using the UBT for Linux

Hi,

The correct capitalization is
"Input/HittestGrid.h
. Notice the lower case t in test. I'll correct it on our side.

Thanks for reporting!
by hcpizzi
12 Apr 2024, 19:07
Forum: General Discussion
Replies: 3
Views: 108

Re: Unreal Localization with Rive objects?

Hi, You need to use a RiveRun, not a RiveInput. It would look something like this: <noesis:RiveControl Source="rivs/button05b.riv" Margin="472, 392, 472, 216" Width="336" Height="112"> <noesis:RiveControl:Runs> <noesis:RiveRun RunName="bText" RunText...
by hcpizzi
27 Mar 2024, 10:01
Forum: General Discussion
Replies: 3
Views: 110

Re: Handling Input in NoesisGUI for Unreal Engine (Potential bug with NoesisInstance key mappings?)

Hi, I've been looking at the way the Common UI plugin works in conjunction with Enhanced Input. It basically bypasses it, by looking at the keys that are mapped to the Input Actions and reacting to those key events. That means the Input Mapping Contentxt's Triggers and Modifiers are ignored. Since E...
by hcpizzi
18 Mar 2024, 20:19
Forum: General Discussion
Replies: 2
Views: 130

Re: Registering View Models in Unreal Engine C++

Hi,

The factories for such components are registered automatically. The name of a native C++ UClass is of the form /Script/ModuleName.ClassName. We register such classes with the name ModuleName.ClassName. So, most likely reason is that the namespaces are wrong.

Hope this helps!
by hcpizzi
21 Feb 2024, 18:42
Forum: General Discussion
Replies: 5
Views: 175

Re: Unreal Build Configurations

Did you just rename the DLL and LIB files? They need to be rebuilt with the changed name. The DLL name is in the associated LIB file, so just renaming them won't work.
by hcpizzi
16 Feb 2024, 16:28
Forum: General Discussion
Replies: 2
Views: 109

Re: Readding to viewport retriggers everything

Hi,

Could you create a ticket for this problem? I have a patch for you to try.

Thanks!
by hcpizzi
15 Feb 2024, 16:39
Forum: General Discussion
Replies: 5
Views: 175

Re: Unreal Build Configurations

Hi David, I haven't been able to reproduce you exact problem, but I've found a similar one. I think you're right in your assesment: multiple configurations of our dll have to coexist in the same directory. That means that having them called the same in different directories won't work. What we've do...
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