Search found 324 matches
- 30 Apr 2024, 22:12
- Forum: General Discussion
- Replies: 3
- Views: 158
Re: Crashes on Unreal Render Thread When Dynamic RenderTransform Used
We don't keep references to those objects, but the case of a DataContext UObject being garbage collected should be handled without crashing, definitely not from the render thread. I'll try to reproduce it, but if you could provide us the complete callstack and exception details, that would be great :)
- 30 Apr 2024, 11:15
- Forum: General Discussion
- Replies: 3
- Views: 158
Re: Crashes on Unreal Render Thread When Dynamic RenderTransform Used
Hi, I think the top of the callstack may be missing. The crash may come from FNoesisSceneViewExtension::PrePostProcessPass_RenderThread, but I don't really see how the change you mention may be related to a crash in that function. Aren't there any frames missing from the top of this callstack? And w...
- 29 Apr 2024, 12:52
- Forum: General Discussion
- Replies: 12
- Views: 1975
Re: Getting started with Unreal - lots of confusion
Hi, I'm not sure you even need a converter. You can just write the char ID when you add the string to the array, can't you? Those strings aren't meant to change, are they? The way you use RichText::SetTryCreateInlineCallback is that you set it once. It's a global handler. You can then use a global v...
- 16 Apr 2024, 09:29
- Forum: General Discussion
- Replies: 3
- Views: 260
Re: Seeking Assistance with C++ Binding in Unreal Engine 5 to NoesisGui
Hi, You can go one of two ways. You can use our class and reflection code to create your view model clases and expose the data you want, or you can use UObjects and Unreal's reflection markers. You probably want the second option. You can find the relevant documentation here: https://www.noesisengin...
- 15 Apr 2024, 16:29
- Forum: General Discussion
- Replies: 6
- Views: 196
Re: Fatal error: 'Input/HitTestGrid.h' file not found when packaging using the UBT for Linux
Thanks! Fixed that one as well.
- 15 Apr 2024, 15:45
- Forum: General Discussion
- Replies: 6
- Views: 196
Re: Fatal error: 'Input/HitTestGrid.h' file not found when packaging using the UBT for Linux
Windows file system is not case sensitive, but Linux is.
We're planning on releasing version 3.2.4 soon, but for now you can make the change locally to be able to continue moving on.
We're planning on releasing version 3.2.4 soon, but for now you can make the change locally to be able to continue moving on.
- 15 Apr 2024, 15:03
- Forum: General Discussion
- Replies: 6
- Views: 196
Re: Fatal error: 'Input/HitTestGrid.h' file not found when packaging using the UBT for Linux
Hi,
The correct capitalization is. Notice the lower case t in test. I'll correct it on our side.
Thanks for reporting!
The correct capitalization is
Code: Select all
"Input/HittestGrid.h
Thanks for reporting!
- 12 Apr 2024, 19:07
- Forum: General Discussion
- Replies: 7
- Views: 285
Re: Unreal Localization with Rive objects?
Hi, You need to use a RiveRun, not a RiveInput. It would look something like this: <noesis:RiveControl Source="rivs/button05b.riv" Margin="472, 392, 472, 216" Width="336" Height="112"> <noesis:RiveControl:Runs> <noesis:RiveRun RunName="bText" RunText...
- 27 Mar 2024, 10:01
- Forum: General Discussion
- Replies: 3
- Views: 185
Re: Handling Input in NoesisGUI for Unreal Engine (Potential bug with NoesisInstance key mappings?)
Hi, I've been looking at the way the Common UI plugin works in conjunction with Enhanced Input. It basically bypasses it, by looking at the keys that are mapped to the Input Actions and reacting to those key events. That means the Input Mapping Contentxt's Triggers and Modifiers are ignored. Since E...
- 18 Mar 2024, 20:19
- Forum: General Discussion
- Replies: 2
- Views: 214
Re: Registering View Models in Unreal Engine C++
Hi,
The factories for such components are registered automatically. The name of a native C++ UClass is of the form /Script/ModuleName.ClassName. We register such classes with the name ModuleName.ClassName. So, most likely reason is that the namespaces are wrong.
Hope this helps!
The factories for such components are registered automatically. The name of a native C++ UClass is of the form /Script/ModuleName.ClassName. We register such classes with the name ModuleName.ClassName. So, most likely reason is that the namespaces are wrong.
Hope this helps!