Search found 327 matches
- Today, 01:19
- Forum: General Discussion
- Replies: 4
- Views: 86
Re: Different Widget Sizes in Unreal's "New Editor Window (PIE)" and Standalone Game
The aspect ratios of the images are very different. Standalone is an almost square-ish 1858x2154, while the PI image is almost as tall as it is wide at 1198x2149.
- Yesterday, 13:17
- Forum: General Discussion
- Replies: 4
- Views: 86
Re: Different Widget Sizes in Unreal's "New Editor Window (PIE)" and Standalone Game
Hi, New Editor Window (PIE) uses a borderless window. The title bar is drawn by Slate. Meanwhile, Standalone uses a window with a real border. The fake title bar drawn using Slate is a few pixels taller than the real title bar (on Windows 11 on a 1080p monitor at least). The difference is not much, ...
- 06 May 2024, 23:56
- Forum: General Discussion
- Replies: 2
- Views: 169
Re: About Unreal Render Target Memory Size
Hi,
Could you please create a support ticket for this? I have a patch for you to try that can save some RT memory.
Thanks!
Could you please create a support ticket for this? I have a patch for you to try that can save some RT memory.
Thanks!
- 30 Apr 2024, 22:12
- Forum: General Discussion
- Replies: 3
- Views: 231
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: 231
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: 2170
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: 451
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: 330
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: 330
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: 330
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!