Search found 40 matches

by hcpizzi
Today, 10:27
Forum: General Discussion
Topic: Unreal Engine 4
Replies: 105
Views: 6916

Re: Unreal Engine 4

@flyingtree There's a Style applied to TextBoxes in ControlResources.xaml: <Style TargetType="{x:Type TextBox}"> <Style.Triggers> <Trigger Property="IsMouseOver" Value="True"> <Setter Property="local:ElementExtensions.FocusOnHover" Value="True"/> </Trigger> </Style.Triggers> <Setter Property="FontFa...
by hcpizzi
Yesterday, 10:18
Forum: General Discussion
Topic: Unreal Engine 4
Replies: 105
Views: 6916

Re: Unreal Engine 4

@null You're right. There's going to be a lot of action before the end of the year as we close on the final 2.1 release and iron out the wrinkles on the plugin, so there will be new commits almost daily. After that, when the dust has settled and the code change rate is less frantic, GitHub releases ...
by hcpizzi
12 Dec 2017, 11:59
Forum: General Discussion
Topic: Unreal Engine 4
Replies: 105
Views: 6916

Re: Unreal Engine 4

I just pushed the code to GitHub. Please, let me know if you spot anything that's wrong.
by hcpizzi
11 Dec 2017, 23:47
Forum: General Discussion
Topic: Unreal Engine 4
Replies: 105
Views: 6916

Re: Unreal Engine 4

A quick update. IMEs are working. There are a couple of minor issues that I want to look at, but I'll probably push it to GitHub soon. I'm not familiar with non-roman input methods, so there may be some problems I can't spot. I'll let you know once it's available.

Image
by hcpizzi
11 Dec 2017, 10:00
Forum: General Discussion
Topic: Unreal Engine 4
Replies: 105
Views: 6916

Re: Unreal Engine 4

You have to put your xamls in the Contents folder as well. When loading a xaml, absolute URIs are considered to have its root in the Contents, so all the paths are internally converted to be relative to the Contents folder and the same structure is preserved. If the imported assets are outside the c...
by hcpizzi
10 Dec 2017, 13:21
Forum: General Discussion
Topic: Unreal Engine 4
Replies: 105
Views: 6916

Re: Unreal Engine 4

Sorry about that. It's sorted now.

GEngine is null when playing in standalone mode, since it uses the editor binaries but without the editor, so the #if WITH_EDITOR check isn't enough.

Thanks for the report!
by hcpizzi
09 Dec 2017, 18:45
Forum: General Discussion
Topic: Unreal Engine 4
Replies: 105
Views: 6916

Re: Unreal Engine 4

I've just pushed a little change to the master branch that shows a message box if you compile a NoesisView and the Blueprint Compilation Manager is enabled. Epic are aware of the issue, but it won't get fixed until at least 4.19. https://answers.unrealengine.com/questions/708069/blueprintcompilation...
by hcpizzi
09 Dec 2017, 18:21
Forum: General Discussion
Topic: Unreal Engine 4
Replies: 105
Views: 6916

Re: Unreal Engine 4

Is the Blueprint Compilation Manager disabled?
by hcpizzi
09 Dec 2017, 18:00
Forum: General Discussion
Topic: Unreal Engine 4
Replies: 105
Views: 6916

Re: Unreal Engine 4

Alright, guys. I could reproduce the problem with the .generated.h header file using the Epic Games Launcher version of the editor. I've just pushed a new version of BuildNoesisGUIPlugin.bat to GitHub that copies that directory. With that I've been able to successfully build one of our samples. Get ...
by hcpizzi
09 Dec 2017, 16:24
Forum: General Discussion
Topic: Unreal Engine 4
Replies: 105
Views: 6916

Re: Unreal Engine 4

@flyingtree that's a symptom of the problem with the Blueprint Compilation Manager. Can you disable it and compile your NoesisView blueprint again?

@maxwell_n11 if I understand correctly, you managed to build the plugin, but the samples are failing? Did I get that right?