Re: Unreal Engine 4
I just pushed the code to GitHub. Please, let me know if you spot anything that's wrong.
Re: Unreal Engine 4
It would be cool, if you can start using releases on GitHub writing quick changelog, so it will be more clear what's going on without checking the forum.I just pushed the code to GitHub. Please, let me know if you spot anything that's wrong.
Related links:
Docs - https://help.github.com/articles/creating-releases/
Example - https://github.com/tensorflow/tensorflow/releases
Thanks!
- flyingtree
- Posts: 31
- Joined:
Re: Unreal Engine 4
@hcpizzi There are two bugs in the latest code.I just pushed the code to GitHub. Please, let me know if you spot anything that's wrong.
First, when I open the TestLevel map(double click),editor crashed.
Code: Select all
Assertion failed: IsValid() [File:c:\program files\epic games\ue_4.18\engine\source\runtime\core\public\Templates/SharedPointer.h] [Line: 793]
KERNELBASE
UE4Editor_ApplicationCore
UE4Editor_Core
UE4Editor_Core
UE4Editor_NoesisRuntime!TSharedPtr<NoesisTextBoxTextInputMethodContext,0>::ToSharedRef() [c:\program files\epic games\ue_4.18\engine\source\runtime\core\public\templates\sharedpointer.h:794]
UE4Editor_NoesisRuntime!UNoesisInstance::OnPreviewGotKeyboardFocus() [d:\cache\temp\noesisguiplugin20881\hostproject\plugins\noesisgui\source\noesisruntime\private\noesisinstance.cpp:465]
Noesis
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UE4Editor_NoesisRuntime!UNoesisInstance::Update() [d:\cache\temp\noesisguiplugin20881\hostproject\plugins\noesisgui\source\noesisruntime\private\noesisinstance.cpp:135]
UE4Editor_NoesisRuntime!UNoesisXaml::RenderThumbnail() [d:\cache\temp\noesisguiplugin20881\hostproject\plugins\noesisgui\source\noesisruntime\private\noesisxaml.cpp:125]
UE4Editor_NoesisEditor!UNoesisXamlThumbnailRenderer::Draw() [d:\cache\temp\noesisguiplugin20881\hostproject\plugins\noesisgui\source\noesiseditor\private\noesisxamlthumbnailrenderer.cpp:28]
UE4Editor_UnrealEd
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UE4Editor_UnrealEd
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UE4Editor_UnrealEd
UE4Editor
UE4Editor
UE4Editor
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kernel32
ntdll
Code: Select all
if (TextInputMethodContext.IsValid())
{
TextInputMethodSystem->ActivateContext(TextInputMethodContext.ToSharedRef());
}
Second, the Chinese characters don't render correctly in the box, seems like missing font?
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 sound like a great option. Please, bear with us for the next couple of weeks as we approach that next milestone.
@flyingtree Good catch. I introduced the if (PinnedWidget.IsValid()) late and didn't realize that created a code path that would lead to an uninitialized pointer. As for the font, the one used by most samples (Aero Matics) doesn't have glyphs for Chinese characters. Please, replace the references to that font family in MainWindow.xaml and ControlResources.xaml for one of your own that contains that character set.
@flyingtree Good catch. I introduced the if (PinnedWidget.IsValid()) late and didn't realize that created a code path that would lead to an uninitialized pointer. As for the font, the one used by most samples (Aero Matics) doesn't have glyphs for Chinese characters. Please, replace the references to that font family in MainWindow.xaml and ControlResources.xaml for one of your own that contains that character set.
- flyingtree
- Posts: 31
- Joined:
Re: Unreal Engine 4
@hcpizzi still not works, when I changed the font family to Microsoft YaHei.@flyingtree Good catch. I introduced the if (PinnedWidget.IsValid()) late and didn't realize that created a code path that would lead to an uninitialized pointer. As for the font, the one used by most samples (Aero Matics) doesn't have glyphs for Chinese characters. Please, replace the references to that font family in MainWindow.xaml and ControlResources.xaml for one of your own that contains that character set.
Code: Select all
<UserControl
...
FontFamily="Microsoft YaHei"
...>
Re: Unreal Engine 4
@flyingtree There's a Style applied to TextBoxes in ControlResources.xaml:
You have to change the font family there as well. We will update the sample to remove the font family from the Styles in the near future.
Code: Select all
<Style TargetType="{x:Type TextBox}">
<Style.Triggers>
<Trigger Property="IsMouseOver" Value="True">
<Setter Property="local:ElementExtensions.FocusOnHover" Value="True"/>
</Trigger>
</Style.Triggers>
<Setter Property="FontFamily" Value="./#Aero Matics"/>
- flyingtree
- Posts: 31
- Joined:
Re: Unreal Engine 4
@hcpizzi still doesn't works, I downloaded the font Source Han Sans Regular and replaced the FontFamily attribute. Then reimported xaml and the font imported into the editor automatically. But the result was still the same, chinese characters didn't render. And there were some warnings:@flyingtree There's a Style applied to TextBoxes in ControlResources.xaml:
You have to change the font family there as well. We will update the sample to remove the font family from the Styles in the near future.Code: Select all<Style TargetType="{x:Type TextBox}"> <Style.Triggers> <Trigger Property="IsMouseOver" Value="True"> <Setter Property="local:ElementExtensions.FocusOnHover" Value="True"/> </Trigger> </Style.Triggers> <Setter Property="FontFamily" Value="./#Aero Matics"/>
Could you change the Login demos's font to test this case?LogNoesis: Warning: /Game/MainWindow.MainWindow(1): Unable to convert './Source Han Sans Regular' to a valid value for property UserControl.FontFamily.
LogNoesis: Warning: /Game/ControlResources.ControlResources(14): Unable to convert './Source Han Sans Regular' to a valid value for property Setter.Value.
Re: Unreal Engine 4
Could you try FontFamily=“./#Source Han Sans Regular” instead of FontFamily=“./Source Han Sans Regular”?
- flyingtree
- Posts: 31
- Joined:
Re: Unreal Engine 4
still not worksCould you try FontFamily=“./#Source Han Sans Regular” instead of FontFamily=“./Source Han Sans Regular”?
You can download Source Han Sans here https://github.com/be5invis/source-han- ... f/releasesLogNoesis: Warning: /Game/MainWindow.MainWindow(1): Unable to convert './#Source Han Sans Regular' to a valid value for property UserControl.FontFamily.
LogNoesis: Warning: Game/ControlResources.ControlResources(14): Unable to convert './#Source Han Sans Regular' to a valid value for property Setter.Value.
LogNoesis: Warning: Invalid value 'DependencyProperty.UnsetValue' for property 'TextElement.FontFamily' in Setter
LogNoesis: Warning: /Game/ControlResources.ControlResources(14): Unable to convert './#Source Han Sans Regular' to a valid value for property Setter.Value.
Re: Unreal Engine 4
To find out more about URis in NoesisGui, please refer to this document: https://www.noesisengine.com/docs/Gui.Core.URIs.html
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