Search found 316 matches
- 05 Jul 2023, 11:18
- Forum: General Discussion
- Replies: 6
- Views: 1682
Re: Crashes due to TypeClass objects getting garbage collected after loading a new world
Hi vmaurer, The problem with the UFunctions is solved by adding them to the root set when they are created. Right after auto NoesisDelegateFunc = NewObject<UFunction>(ObjectClass, *DelegateName); add NoesisDelegateFunc->AddToRoot(); I have created a ticket for the other issue: https://www.noesisengi...
- 14 Jun 2023, 09:12
- Forum: General Discussion
- Replies: 1
- Views: 444
Re: Calling NoesisNotifyPropertyChanged outside of the scope of the object does not work
That's weird, they are used from outside when used from Blueprint (from the set with Notify nodes, for example). Let me run some tests and I'll get back to you.
- 30 May 2023, 21:27
- Forum: General Discussion
- Replies: 2
- Views: 445
Re: Unreal Engine 5 Text Properties
Hi again,
I've created a ticket for this issue: https://www.noesisengine.com/bugs/view.php?id=2613
There's a patch attached with the changes to the Set with NotifyChanged node.
Please, let us know if you run into any other issues.
I've created a ticket for this issue: https://www.noesisengine.com/bugs/view.php?id=2613
There's a patch attached with the changes to the Set with NotifyChanged node.
Please, let us know if you run into any other issues.
- 29 May 2023, 18:40
- Forum: General Discussion
- Replies: 2
- Views: 445
Re: Unreal Engine 5 Text Properties
Hi mshvern23, Just wanted to let you know that I'm looking into this. I'm taking the opportunity to try and move some of the code from Blueprint to native. I don't think it will take me long, but I want to make sure I don't break anything in the process. I'll let you know once it's done and will pro...
- 12 May 2023, 10:52
- Forum: General Discussion
- Replies: 2
- Views: 358
Re: C# and NativeAOT
Hi brgishy, I'm not sure if you're aware of the UnrealCLR project. It's a plugin that supports loading managed assemblies and interop with Unreal. I've never used it myself, nor are we aware of anyone using it, but sounds like a starting point. They are based on .NET 6, so no AOT support. I'm not su...
- 12 May 2023, 09:59
- Forum: General Discussion
- Replies: 1
- Views: 239
Re: TreeView Optimization
Hi,
Could you share with us the part of your XAML that is causing the issue, and explain to us how the DataContext is implemented? I mean, is it C++? Is it Blueprint? How are you updating the items every frame?
Thanks.
Could you share with us the part of your XAML that is causing the issue, and explain to us how the DataContext is implemented? I mean, is it C++? Is it Blueprint? How are you updating the items every frame?
Thanks.
- 20 Apr 2023, 12:44
- Forum: General Discussion
- Replies: 4
- Views: 1331
Re: Exposing UE delegates and events to DataEventTrigger
Hello, As you figured out, at the moment there's no support for it, but I'm looking into it. Could you please create a ticket for it? I'm still looking into the issue, but the more likely scenario would be to expose multi cast delegate properties as events, as those can be declared both in C++ and i...
- 04 Apr 2023, 13:04
- Forum: General Discussion
- Replies: 1
- Views: 581
Re: How to Add Functionality to Noesis World UI - Unreal Engine
Hi JonasCerny,
You can call UNoesisWorldUIComponent::SetDataContext (from C++ or Blueprint) and pass an UObject that implements the functionality.
You can call UNoesisWorldUIComponent::SetDataContext (from C++ or Blueprint) and pass an UObject that implements the functionality.
- 04 Apr 2023, 12:53
- Forum: General Discussion
- Replies: 1
- Views: 494
Re: NoesisWorldUI Crashing Unreal Engine (Assertion failed: Can't have a load action when no texture is bound)
Hi JonasCerny,
This has already been fixed and will be in 3.2.1. I've attached the patch to resolve the issue.
This has already been fixed and will be in 3.2.1. I've attached the patch to resolve the issue.
- 29 Mar 2023, 13:11
- Forum: General Discussion
- Replies: 11
- Views: 1221
Re: Passing vector and texture parameters to UE materials
Hi vmaurer,
I've also managed to expose texture parameters. You can set them using either StaticResources, as you suggested, as well as Bindings from the DataContext.
It will be part of the 3.2.1 release, but I can send you a patch to try if you want.
I've also managed to expose texture parameters. You can set them using either StaticResources, as you suggested, as well as Bindings from the DataContext.
It will be part of the 3.2.1 release, but I can send you a patch to try if you want.