Search found 25 matches
- 07 Oct 2026, 18:09
- Forum: General Discussion
- Replies: 2
- Views: 99
Re: MouseMove event trigger arguments to Unreal
Thank you, that worked.
- 06 Oct 2026, 18:21
- Forum: General Discussion
- Replies: 2
- Views: 99
MouseMove event trigger arguments to Unreal
Hey, if I wanted to handle the MouseMove EventTrigger, to pass its changed amount to Unreal as an invoke command, is there a way to pass that as a param? I don't see any current Mouse position params exposed anywhere. There is the 'PassEventArgsToCommand' property, but I see it requires unboxing (as...
- 13 Aug 2026, 13:34
- Forum: Noesis Studio
- Replies: 2
- Views: 29008
Re: Invert Bool Binding
Brilliant! Thanks for that, it will come in handy
- 11 Aug 2026, 18:48
- Forum: Noesis Studio
- Replies: 2
- Views: 29008
Invert Bool Binding
Hey, what's the best way to invert a bool binding with Studio?
You can use DataTriggers to set the property, or would having a converter in Studio be useful, perhaps?
Code: Select all
<Button IsEnabled="{Binding Path=bDisabled}"/> <!--(want !bDisabled)-->You can use DataTriggers to set the property, or would having a converter in Studio be useful, perhaps?
- 09 Jul 2026, 16:44
- Forum: General Discussion
- Replies: 2
- Views: 38521
Re: Arrays & NoesisNotifyArrayPropertyPostAdd not updating Array.Count?
Thanks, issue logged #5120
- 09 Jul 2026, 11:51
- Forum: Noesis Studio
- Replies: 1
- Views: 37514
Using Data from Referenced Projects
Would it be possible to get Data from referenced projects, to use in another project in Studio? You can use templates from referenced & resource included projects, but to setup to Data to preview with it currently requires us to duplicate the data for each project that uses it, which can be cumb...
- 09 Jul 2026, 11:43
- Forum: General Discussion
- Replies: 2
- Views: 38521
Arrays & NoesisNotifyArrayPropertyPostAdd not updating Array.Count?
Hey, in Unreal, using a C++ ViewModel, we've been following how to add to arrays how the docs mention, using NoesisNotifyArrayPropertyPostAdd. void UGameData::AddWeapon(UWeapon* Weapon) { Weapons.Add(Weapon); NoesisNotifyArrayPropertyPostAdd(&Weapons); } However, we've notice if you add items la...
- 13 Jan 2026, 17:01
- Forum: General Discussion
- Replies: 4
- Views: 6438
- 09 Jan 2026, 16:47
- Forum: General Discussion
- Replies: 4
- Views: 6438
Re: Unreal Solution - maintaining Keyboard Focus to the Noesis Widget
Sure thing, I will log a ticket, thanks. Out of interest, is the issue with the Unreal implementation, or is there something in Noesis that should be able to be setup to block clicks going through? I feel it depends on how someone wants to setup a menu, as maybe only certain panels will want to bloc...
- 08 Jan 2026, 11:14
- Forum: General Discussion
- Replies: 4
- Views: 6438
Unreal Solution - maintaining Keyboard Focus to the Noesis Widget
In your Unreal solution, if you have an interactive Noesis menu, how can you prevent mouse clicks from passing through to the Unreal viewport behind, causing keyboard focus to be lost to the noesis widget? This happens usually if you click the background. I've tried a few things in Studio, but nothi...