Search found 31 matches

by flyingtree
23 Mar 2018, 02:49
Forum: Official Announcements
Replies: 177
Views: 30681

Re: Unreal Engine 4

I am not sure if we should close this thread and instead create threads for each issue separately, by prepending the [UE4] prefix similar to the [Unity] one people is using.
I think it's a good idea.
by flyingtree
22 Mar 2018, 04:39
Forum: Official Announcements
Replies: 177
Views: 30681

Re: Unreal Engine 4

I was thinking about adding a project root path to the plugin project settings, and default to the current behavior if none is set. Would that be a good solution for your needs? I was hesitant to do that because in the past I've run into issues, like people wanting more than one or forgetting to se...
by flyingtree
27 Feb 2018, 13:09
Forum: General Discussion
Replies: 11
Views: 4191

Re: How to use transparent images In UE4

Hi flyingtree, Yes, if you want to keep using PNG as the source, then you need to convert to TGA to avoid Unreal filling in the color channel of the masked parts. And the premultiplication step has to be performed before the texture is imported, as there's no way to get Unreal's texture import pipe...
by flyingtree
27 Feb 2018, 11:19
Forum: General Discussion
Replies: 11
Views: 4191

Re: How to use transparent images In UE4

So, for now, remember: premultiply your textures and don't use PNGs for translucent textures.
Hi,
What's the working pipeline exactly?

If I have a translucent png file, then I need to convert it to premultiply png and then convert to other formats like tga?
by flyingtree
26 Feb 2018, 11:22
Forum: Official Announcements
Replies: 177
Views: 30681

Re: Unreal Engine 4

iOS compile failed because missing header files

in NoesisSupport.h
#include "CoreMinimal.h"
in NoesisSupport.cpp
// UMG includes
#include "Application/SlateApplicationBase.h"
#include "Layout/WidgetPath.h"

// NoesisRuntime includes
#include "NoesisInstance.h"

by flyingtree
09 Feb 2018, 03:20
Forum: Official Announcements
Replies: 177
Views: 30681

Re: Unreal Engine 4

Well, that's annoying. It was the last platform I tested. I'm going to run all our samples again, but could you please post here the xaml you're using? Sorry about this. The xaml is <Grid xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"> <StackPanel VerticalAlignment="Center" Horiz...
by flyingtree
08 Feb 2018, 10:11
Forum: Official Announcements
Replies: 177
Views: 30681

Re: Unreal Engine 4

Alright, better late than never.

I've pushed the changes to add Android support, along with some bug fixes.

As always, please let us know if you find any problems.
Hi hcpizzi,

Android works fine now but iOS doesn't.
Android_iOS.jpg
by flyingtree
01 Feb 2018, 11:17
Forum: Official Announcements
Replies: 177
Views: 30681

Re: Unreal Engine 4

Hi flyingtree, I've got that fixed now too. I have to test the changes a bit more. I'll commit them this evening, European time. I'll post here when I do. Great, and thank you. And I figure out how to get the iOS remote build pipeline working now, just add one line to the Noesis.build.cs in the IOS...
by flyingtree
01 Feb 2018, 08:49
Forum: Official Announcements
Replies: 177
Views: 30681

Re: Unreal Engine 4

Hi flyingtree, Android support is still a work in progress, was just working on it these days. I just got to the point where I could build a game for the platform, was just running into the same library problem you are. I could build without errors with the Mac SDK, though. I will fix that include ...
by flyingtree
31 Jan 2018, 12:43
Forum: Official Announcements
Replies: 177
Views: 30681

Re: Unreal Engine 4

1. android compile failed because of the case problem in NoesisRuntime.h error: non-portable path to file '"NoesisBlueprintGeneratedClass.h"'; specified path differs in case from file name on disk [-Werror,-Wnonportable-include-path] #include "NoesisBlueprintgeneratedClass.h" ^~~~~~~~~~~~~~~~~~~~~~...