Search found 31 matches
- 31 Jan 2018, 11:24
- Forum: Official Announcements
- Replies: 177
- Views: 117123
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" ^~~...
- 30 Jan 2018, 10:52
- Forum: Official Announcements
- Replies: 177
- Views: 117123
Re: Unreal Engine 4
Plugin compile failed: Missing NoesisSDK.h with NoesisSDK 2.1.0rc2
- 19 Dec 2017, 12:23
- Forum: Official Announcements
- Replies: 177
- Views: 117123
Re: Unreal Engine 4
Oh! I see now. The font family name is just "Source Han Sans", not "Source Han Sans Regular". Unfortunately the Windows font preview doesn't separate the family name from the style name, which is confusing. And there are more references to the font family in ControlResources.xam...
- 19 Dec 2017, 10:48
- Forum: Official Announcements
- Replies: 177
- Views: 117123
Re: Unreal Engine 4
IME.png It does work for me. This is what the assets look like for me after importing with the new font: ContentBrowser.png This is what my Contents folder looks like. Explorer.png Could you try running the Blend project? There are the steps I take: 1. Download SourceHanSans-Regular.ttf and place i...
- 18 Dec 2017, 11:14
- Forum: Official Announcements
- Replies: 177
- Views: 117123
Re: Unreal Engine 4
IME.png It works for me. Take into account that "./#Source Han Sans" is a path relative to the file that contains it (in this case MainWIndow.xaml and ControlResources.xaml), so you have to place the ttf file in the same folder where those files are (the Contents folder of the sample) for...
- 17 Dec 2017, 12:41
- Forum: Official Announcements
- Replies: 177
- Views: 117123
Re: Unreal Engine 4
Could you try FontFamily=“./#Source Han Sans Regular” instead of FontFamily=“./Source Han Sans Regular”? still not works LogNoesis: Warning: /Game/MainWindow.MainWindow(1): Unable to convert './#Source Han Sans Regular' to a valid value for property UserControl.FontFamily. LogNoesis: Warning: Game/...
- 16 Dec 2017, 07:31
- Forum: Official Announcements
- Replies: 177
- Views: 117123
Re: Unreal Engine 4
@flyingtree There's a Style applied to TextBoxes in ControlResources.xaml: <Style TargetType="{x:Type TextBox}"> <Style.Triggers> <Trigger Property="IsMouseOver" Value="True"> <Setter Property="local:ElementExtensions.FocusOnHover" Value="True"/> </...
- 14 Dec 2017, 09:44
- Forum: Official Announcements
- Replies: 177
- Views: 117123
Re: Unreal Engine 4
@flyingtree Good catch. I introduced the if (PinnedWidget.IsValid()) late and didn't realize that created a code path that would lead to an uninitialized pointer. As for the font, the one used by most samples (Aero Matics) doesn't have glyphs for Chinese characters. Please, replace the references t...
- 13 Dec 2017, 02:54
- Forum: Official Announcements
- Replies: 177
- Views: 117123
Re: Unreal Engine 4
I just pushed the code to GitHub. Please, let me know if you spot anything that's wrong. @hcpizzi There are two bugs in the latest code. First, when I open the TestLevel map(double click),editor crashed. Assertion failed: IsValid() [File:c:\program files\epic games\ue_4.18\engine\source\runtime\cor...
- 11 Dec 2017, 10:33
- Forum: Official Announcements
- Replies: 177
- Views: 117123
Re: Unreal Engine 4
And there is another problem, noesis plugin doesn't support IME system, so Edit Box does't take Chinese Characters.
but it works in C# project
but it works in C# project