Search found 236 matches

by hcpizzi
11 Dec 2017, 10:00
Forum: Official Announcements
Replies: 177
Views: 37144

Re: Unreal Engine 4

You have to put your xamls in the Contents folder as well. When loading a xaml, absolute URIs are considered to have its root in the Contents, so all the paths are internally converted to be relative to the Contents folder and the same structure is preserved. If the imported assets are outside the c...
by hcpizzi
10 Dec 2017, 13:21
Forum: Official Announcements
Replies: 177
Views: 37144

Re: Unreal Engine 4

Sorry about that. It's sorted now.

GEngine is null when playing in standalone mode, since it uses the editor binaries but without the editor, so the #if WITH_EDITOR check isn't enough.

Thanks for the report!
by hcpizzi
09 Dec 2017, 18:45
Forum: Official Announcements
Replies: 177
Views: 37144

Re: Unreal Engine 4

I've just pushed a little change to the master branch that shows a message box if you compile a NoesisView and the Blueprint Compilation Manager is enabled. Epic are aware of the issue, but it won't get fixed until at least 4.19. https://answers.unrealengine.com/questions/708069/blueprintcompilation...
by hcpizzi
09 Dec 2017, 18:21
Forum: Official Announcements
Replies: 177
Views: 37144

Re: Unreal Engine 4

Is the Blueprint Compilation Manager disabled?
by hcpizzi
09 Dec 2017, 18:00
Forum: Official Announcements
Replies: 177
Views: 37144

Re: Unreal Engine 4

Alright, guys. I could reproduce the problem with the .generated.h header file using the Epic Games Launcher version of the editor. I've just pushed a new version of BuildNoesisGUIPlugin.bat to GitHub that copies that directory. With that I've been able to successfully build one of our samples. Get ...
by hcpizzi
09 Dec 2017, 16:24
Forum: Official Announcements
Replies: 177
Views: 37144

Re: Unreal Engine 4

@flyingtree that's a symptom of the problem with the Blueprint Compilation Manager. Can you disable it and compile your NoesisView blueprint again?

@maxwell_n11 if I understand correctly, you managed to build the plugin, but the samples are failing? Did I get that right?
by hcpizzi
09 Dec 2017, 13:07
Forum: Official Announcements
Replies: 177
Views: 37144

Re: Unreal Engine 4

@flyingtree As maxwell points out, you need to download the NoesisGUI native SDK beta 10 separately and put the contents into Engine/Plugins/NoesisGUI/Source/Noesis/NoesisSDK @maxwell_n11 Did you generate the sample visual studio solution by running “GenerateProjectFiles.bat -engine -game <path to u...
by hcpizzi
08 Dec 2017, 19:01
Forum: Official Announcements
Replies: 177
Views: 37144

Re: Unreal Engine 4

Have you disabled the Blueprint Compilation Manager as shown in the README? It bypasses our Blueprint compiler and causes the widgets not to work.

You can also enable logging in the Plugin's configuration (set Log Verbosity to Normal) and see if something shows up in the Output Log window.
by hcpizzi
26 Sep 2017, 00:48
Forum: Official Announcements
Replies: 177
Views: 37144

Re: Unreal Engine 4

You were absolutely right, the code was crashing, just not in debug builds like I was running it.

I've just updated the code on GitHub with the fix for this problem and the logging in the error handler.

Sorry it took me a while to reproduce it. Let us know if you run into any other problems.
by hcpizzi
25 Sep 2017, 19:55
Forum: Official Announcements
Replies: 177
Views: 37144

Re: Unreal Engine 4

I'm trying to think of a way to get to the bottom of this, since I can't reproduce the problem locally.

I'm first going to try exactly the same code as you. I'll get back to you as soon as I'm done testing.