Search found 11 matches
- 26 Jul 2024, 11:28
- Forum: General Discussion
- Replies: 3
- Views: 5644
Re: ScrollViewer Panning
Hi, panning only works with manipulation events, so only if touch input is injected into the View. /// Notifies that a finger touched the screen. Origin is in the upper-left corner. /// Returns true if event was handled virtual bool TouchDown(int x, int y, uint64_t id) = 0; /// Notifies that a fing...
- 23 Jul 2024, 19:41
- Forum: General Discussion
- Replies: 3
- Views: 5644
ScrollViewer Panning
Hello,
I'm having trouble enabling panning using a ScrollViewer
I've set up my ScrollViewer with PanningMode="VerticalOnly" and set Focusable to True. While the vertical scroll bar works fine, I can't drag to scroll (panning) the content to scroll the view.
I'm having trouble enabling panning using a ScrollViewer
I've set up my ScrollViewer with PanningMode="VerticalOnly" and set Focusable to True. While the vertical scroll bar works fine, I can't drag to scroll (panning) the content to scroll the view.
- 04 Jul 2024, 11:58
- Forum: General Discussion
- Replies: 8
- Views: 9039
Re: Handling Focus and Input in UE5
Hi,Hi again.
Could you please create a ticket on our bugtracking portal? I have a patch for you to try. It's all plugin code, so you can apply it on your side until we publish a new version.
Thanks!
Sure, I will create a ticket, thank you so much :)
- 30 Jun 2024, 23:59
- Forum: General Discussion
- Replies: 8
- Views: 9039
Re: Handling Focus and Input in UE5
I'm still waiting for an answer and have been stuck on this problem for over a week :( .
If the source code were available I would have solved it a long time ago.
If the source code were available I would have solved it a long time ago.
- 26 Jun 2024, 16:30
- Forum: General Discussion
- Replies: 8
- Views: 9039
Re: Handling Focus and Input in UE5
Hi, What's the behavior you're expecting? If I'm getting it right, you want the input to be handled by the player input after the drag and drop, and not by the UI. Am I right? If so, which input mode are you setting on the PlayerController? Thanks Hi, Yes exactly that's what i want, I'm settings th...
- 23 Jun 2024, 15:16
- Forum: General Discussion
- Replies: 8
- Views: 9039
Handling Focus and Input in UE5
Hello everyone, I'm using a custom drag behavior implemented in C++ and when I drag an item and then press the Tab key, the focus doesn't behave as expected. The UI retains focus, and I need to click outside the widget and press Tab again for the game to receive the action, and the keyboard input fl...
- 16 Jun 2024, 09:19
- Forum: General Discussion
- Replies: 1
- Views: 3862
How to play Storyboard on MouseEnter event?
I've been trying to start the storyboard on MouseEnter. It works in C#, but it doesn't work outside Visual Studio, such as in Unreal Engine.
How do I approach this? I want to call a C# event whenever the MouseEnter event is triggered, but when played from Unreal Engine.
How do I approach this? I want to call a C# event whenever the MouseEnter event is triggered, but when played from Unreal Engine.
- 13 Jun 2024, 06:32
- Forum: General Discussion
- Replies: 4
- Views: 3825
Re: Inventory Sample Errors
I solved the issues and updated everything to last version :)
- 12 Jun 2024, 01:05
- Forum: General Discussion
- Replies: 4
- Views: 3825
Re: Inventory Sample Errors
3.0.7 is a very old version. Could you please let me know what's preventing you from updating to a newer version? Maybe I can help you find a solution Hi jsantos, Thank you for your reply. I've managed to fix the issue by moving the DragItemBehavior to a style in Resources.xaml Regarding updating t...
- 12 Jun 2024, 00:03
- Forum: General Discussion
- Replies: 4
- Views: 3825
Re: Inventory Sample Errors
I'm currently stuck on this error "A 'Binding' cannot be set on the 'EndDragCommand' property of type 'DragItemBehavior'. A 'Binding' can only be set on a DependencyProperty of a DependencyObject." on on <i:Interaction.Behaviors> <local:DragItemBehavior StartDragCommand="{Binding Data...