Search found 329 matches
- 05 Dec 2023, 03:13
- Forum: General Discussion
- Replies: 2
- Views: 1781
Re: TMap of F structs does not work in packaged builds, resizing crashes the game
Hi, I've created a ticket and attached a patch that fixes the resizing issue. Here's a link: https://www.noesisengine.com/bugs/view.php?id=2918 Regarding the other issue, could you try changing the definition of WITH_CASE_PRESERVING_NAME to be always 1? Right now it's defined to be WITH_EDITORONLY_D...
- 27 Oct 2023, 13:39
- Forum: General Discussion
- Replies: 3
- Views: 511
Re: WorldUI is multiplied for each connected client
I'll look into it. Are the actors containing the WorldUIComponents replicated?
- 18 Oct 2023, 13:12
- Forum: General Discussion
- Replies: 5
- Views: 1508
Re: Textures sometimes fail to load in Unreal
Hi David,
I've added a comment to the ticket (to keep the conversation in a single place). Could you please take a look?
Thanks!
I've added a comment to the ticket (to keep the conversation in a single place). Could you please take a look?
Thanks!
- 16 Oct 2023, 14:52
- Forum: General Discussion
- Replies: 2
- Views: 1672
Re: Crash using DataEventTriggers in Unreal
Hi David,
Have you updated to 3.2.2? There was a fix for that issue in that release. I've attached a patch for this issue.
Please, let us know if this resolves the problem for you.
Thanks
Have you updated to 3.2.2? There was a fix for that issue in that release. I've attached a patch for this issue.
Please, let us know if this resolves the problem for you.
Thanks
- 29 Sep 2023, 14:49
- Forum: General Discussion
- Replies: 5
- Views: 1508
Re: Textures sometimes fail to load in Unreal
Hi David,
I've created a ticket to keep track of this issue. Here's a link: https://www.noesisengine.com/bugs/view.php?id=2705
Please, monitor the ticket, and I will post there as soon as I figure out how to resolve this.
Thanks
I've created a ticket to keep track of this issue. Here's a link: https://www.noesisengine.com/bugs/view.php?id=2705
Please, monitor the ticket, and I will post there as soon as I figure out how to resolve this.
Thanks
- 14 Sep 2023, 11:36
- Forum: General Discussion
- Replies: 4
- Views: 1217
Re: Noesis not compiling with UE 5.3
Hi,
Support will be added on the next release. For the time being, here's a patch that you can try. Please, bear in mind that the patch is made from a later revision than what's on release 3.2.1, so you may run into problems while applying it.
Support will be added on the next release. For the time being, here's a patch that you can try. Please, bear in mind that the patch is made from a later revision than what's on release 3.2.1, so you may run into problems while applying it.
- 11 Sep 2023, 17:47
- Forum: General Discussion
- Replies: 4
- Views: 810
Re: Unloading Textures
Actually, looking at the code you shared, that cannot be the cause. The Noesis objects created won't keep the Unreal objects in memory. Are you holding a reference to the NoesisXAML object? It contains hard references to the textures it uses, and it will prevent them from being unloaded. Also, is th...
- 10 Sep 2023, 16:00
- Forum: General Discussion
- Replies: 4
- Views: 810
Re: Unloading Textures
Hi! I’m pretty sure the Inspector displays all the textures that have been loaded during the session, not just the currently loaded ones. It operates through the TextureProvider, and thus it only knows about textures when they are loaded, not when they are unloaded. I’ll check the code and make sure...
- 10 Sep 2023, 15:58
- Forum: General Discussion
- Replies: 2
- Views: 640
Re: NotifyArrayChanged in UE Question
Hi!
Instead of notifying the array has changed, could you try notifying the element of the object has changed like this:
Noesis::NotifyChanged(CurBar, “BulletVisible”);
Instead of notifying the array has changed, could you try notifying the element of the object has changed like this:
Noesis::NotifyChanged(CurBar, “BulletVisible”);
- 05 Sep 2023, 12:25
- Forum: General Discussion
- Replies: 2
- Views: 587
Re: Binding to Unreal textures in C++
Hi David, This could be the equivalent native code for the QuestLog sample: #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "Engine/Texture2D.h" #include "Quest.generated.h" UENUM(BlueprintType) enum class EQuestDifficulty : uint8 { Easy, ...