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hcpizzi
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Re: Unreal Engine 4

09 Dec 2017, 18:21

Is the Blueprint Compilation Manager disabled?
 
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hcpizzi
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Posts: 316
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Re: Unreal Engine 4

09 Dec 2017, 18:45

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/questi ... mpile.html

Hope at least this message box proves useful.
 
flyingtree
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Joined: 09 Jun 2017, 04:47

Re: Unreal Engine 4

10 Dec 2017, 12:13

@hcpizzi now it works with the epic games launcher version
pie.png
but when I played the login demo in Standalone Game mode, it crashed.
e.png
Access violation - code c0000005 (first/second chance not available)

UE4Editor_NoesisRuntime!FMulticastDelegateBase<FWeakObjectPtr>::CompactInvocationList() [d:\games\epic games\ue_4.18\engine\source\runtime\core\public\delegates\multicastdelegatebase.h:159]
UE4Editor_NoesisRuntime!FMulticastDelegateBase<FWeakObjectPtr>::AddInternal() [d:\games\epic games\ue_4.18\engine\source\runtime\core\public\delegates\multicastdelegatebase.h:146]
UE4Editor_NoesisRuntime!TBaseMulticastDelegate<void,UBlueprint * __ptr64>::AddStatic<>() [d:\games\epic games\ue_4.18\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:703]
UE4Editor_NoesisRuntime!AddOnBlueprintPreCompileDelegate() [c:\users\wangj\appdata\local\temp\noesisguiplugin19827\hostproject\plugins\noesisgui\source\noesisruntime\private\noesisruntimemodule.cpp:125]
UE4Editor_NoesisRuntime!TBaseStaticDelegateInstance<void __cdecl(void)>::ExecuteIfSafe() [d:\games\epic games\ue_4.18\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:1027]
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll
 
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hcpizzi
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Re: Unreal Engine 4

10 Dec 2017, 13:21

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!
 
flyingtree
Posts: 31
Joined: 09 Jun 2017, 04:47

Re: Unreal Engine 4

11 Dec 2017, 04:56

@hcpizzi

I created a new project, and import MainWindow.xaml from Login demo and it created a strange folder in my project's content folder.
e.png
How to import xaml files into my project's root content?
 
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hcpizzi
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Re: Unreal Engine 4

11 Dec 2017, 10:00

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 content folder, you need to move up the directory tree using .., that gets converted to __ because you can't have dots in UE4 asset or folder names.
 
flyingtree
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Re: Unreal Engine 4

11 Dec 2017, 10:16

Ok, I see.
How can I test Noesis on mobile devices? The NativeSDK 2.1.0b10 doesn't have iOS and Android libraries.
 
flyingtree
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Joined: 09 Jun 2017, 04:47

Re: Unreal Engine 4

11 Dec 2017, 10:33

And there is another problem, noesis plugin doesn't support IME system, so Edit Box does't take Chinese Characters.
e1.png
but it works in C# project
e2.png
 
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jsantos
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Re: Unreal Engine 4

11 Dec 2017, 12:36

How can I test Noesis on mobile devices? The NativeSDK 2.1.0b10 doesn't have iOS and Android libraries.
We are working on it. Binaries for mobiles will be released in the upcoming days.
And there is another problem, noesis plugin doesn't support IME system, so Edit Box does't take Chinese Characters.
Working on it. Thanks for your feedback!
 
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hcpizzi
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Re: Unreal Engine 4

11 Dec 2017, 23:47

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.

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