Search found 17 matches
- 11 Jan 2024, 12:57
- Forum: General Discussion
- Replies: 4
- Views: 6378
Re: Adding new RichText features without having to modify the plugin code
Sounds great. Thanks!
- 10 Jan 2024, 17:36
- Forum: General Discussion
- Replies: 4
- Views: 6378
Re: Adding new RichText features without having to modify the plugin code
Sorry, I should have been more specific. By 'buttons' I meant the inputs on gamepad, mouse and keyboard. To bring in a little bit more context: We have various text lines telling the player what input they need to press in order to perform a certain action. One such text line could look like this: P...
- 09 Jan 2024, 15:46
- Forum: General Discussion
- Replies: 4
- Views: 6378
Adding new RichText features without having to modify the plugin code
Hi, in our project we make use of the RichText structure to embed buttons used by input actions into text. In order to do so, we have added custom code to the TryCreateInlineTag function, checking for a tag named "action". Then, an interface implemented by the data context of the TextBlock...
- 10 Jul 2023, 10:01
- Forum: General Discussion
- Replies: 6
- Views: 5939
Re: Crashes due to TypeClass objects getting garbage collected after loading a new world
Sorry for the late reply. After applying your fix I could no longer reproduce the crash. Thanks
- 06 Jul 2023, 10:16
- Forum: General Discussion
- Replies: 6
- Views: 5939
Re: Crashes due to TypeClass objects getting garbage collected after loading a new world
Hey, regarding your suggestion about UFunctions, yes it worked. By the way, by accident I just found the location in the code where materials are added to the root set, but unfortunately they're removed again in the destructor of the wrapper. Just had the idea that custom reference counting might he...
- 05 Jul 2023, 12:50
- Forum: General Discussion
- Replies: 6
- Views: 5939
Re: Crashes due to TypeClass objects getting garbage collected after loading a new world
Hi hcpizzi, yes, that's exactly, what we think is happening. At the end of the level, all level objects including the controller and the widgets owned by it, are cleaned up. So the materials used the next level have new addresses. The TypeClass system doesn't create new type entries for them, becaus...
- 05 Jul 2023, 10:14
- Forum: General Discussion
- Replies: 6
- Views: 5939
Crashes due to TypeClass objects getting garbage collected after loading a new world
Hello, first off, important to note is that this issue only happens in packaged builds. We tried forcing it in PIE or standalone mode, but it wont happen. Our HUD uses the <noesis:Brush.Shader /> extension to load in UE materials. Also, there are DataEventTriggers hooked up with UE events on the vie...
- 23 Jun 2023, 15:13
- Forum: General Discussion
- Replies: 1
- Views: 2971
Unexpected Keyboard Navigation behavior in Item Controls
Hello, We have a menu with a stack panel of buttons. Each button contains a stack panel with two internal buttons (Yes/No). The directional navigation of the inner stack panels is set to cycle, because we want to prevent the focus from leaving its panel if directional keys are used. It should always...
- 05 May 2023, 14:18
- Forum: General Discussion
- Replies: 4
- Views: 4408
Re: Exposing UE delegates and events to DataEventTrigger
We integrated the patch linked with the bug ticket and it's working as expected. Thanks!
- 20 Apr 2023, 13:41
- Forum: General Discussion
- Replies: 4
- Views: 4408
Re: Exposing UE delegates and events to DataEventTrigger
Hi, I just submitted a ticket: #2575
Let me know, if you need more specific info.
I agree, multi cast delegates would probably be the best option for this. And if it simplifies the implementation, I think parameterless delegates would be ok for now.
Let me know, if you need more specific info.
I agree, multi cast delegates would probably be the best option for this. And if it simplifies the implementation, I think parameterless delegates would be ok for now.