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by hcpizzi
29 Sep 2023, 14:49
Forum: General Discussion
Replies: 5
Views: 1496

Re: Textures sometimes fail to load in Unreal

Hi David,

I've created a ticket to keep track of this issue. Here's a link: https://www.noesisengine.com/bugs/view.php?id=2705

Please, monitor the ticket, and I will post there as soon as I figure out how to resolve this.

Thanks
by hcpizzi
14 Sep 2023, 11:36
Forum: General Discussion
Replies: 4
Views: 1210

Re: Noesis not compiling with UE 5.3

Hi,

Support will be added on the next release. For the time being, here's a patch that you can try. Please, bear in mind that the patch is made from a later revision than what's on release 3.2.1, so you may run into problems while applying it.
by hcpizzi
11 Sep 2023, 17:47
Forum: General Discussion
Replies: 4
Views: 802

Re: Unloading Textures

Actually, looking at the code you shared, that cannot be the cause. The Noesis objects created won't keep the Unreal objects in memory. Are you holding a reference to the NoesisXAML object? It contains hard references to the textures it uses, and it will prevent them from being unloaded. Also, is th...
by hcpizzi
10 Sep 2023, 16:00
Forum: General Discussion
Replies: 4
Views: 802

Re: Unloading Textures

Hi! I’m pretty sure the Inspector displays all the textures that have been loaded during the session, not just the currently loaded ones. It operates through the TextureProvider, and thus it only knows about textures when they are loaded, not when they are unloaded. I’ll check the code and make sure...
by hcpizzi
10 Sep 2023, 15:58
Forum: General Discussion
Replies: 2
Views: 637

Re: NotifyArrayChanged in UE Question

Hi!

Instead of notifying the array has changed, could you try notifying the element of the object has changed like this:

Noesis::NotifyChanged(CurBar, “BulletVisible”);
by hcpizzi
05 Sep 2023, 12:25
Forum: General Discussion
Replies: 2
Views: 582

Re: Binding to Unreal textures in C++

Hi David, This could be the equivalent native code for the QuestLog sample: #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "Engine/Texture2D.h" #include "Quest.generated.h" UENUM(BlueprintType) enum class EQuestDifficulty : uint8 { Easy, ...
by hcpizzi
21 Aug 2023, 11:29
Forum: General Discussion
Replies: 2
Views: 259

Re: Regarding the EnhancedInputActionTrigger

Hello, For EnhancedInputActionTriggers the Action property is an URI that represents the path to the InputAction asset. I've attached a patch that adds logging when the InputAction is not found, which we aren't doing now. Could you use a fully qualified URI to make sure that the InputAction is found...
by hcpizzi
14 Aug 2023, 17:05
Forum: General Discussion
Replies: 1
Views: 536

Re: Virtual keyboard text input field customization

Hi, We use the multi platform functions that Unreal provides. I guess you could target the Android API directly, or you could implement a virtual keyboard (we don’t have a VK control). In any case you would need to change the plug-in code to modify the function passed to Noesis::GUI::SetSoftwareKeyb...
by hcpizzi
07 Aug 2023, 21:56
Forum: General Discussion
Replies: 1
Views: 376

Re: Inspector for PS5

Hi samc,

This is not specifically related to PS5 development but, since the platform information is under NDA, just to err on the side of caution, would you mind creating a private ticket on our bug tracker?

Thanks
by hcpizzi
14 Jul 2023, 13:11
Forum: General Discussion
Replies: 3
Views: 797

Re: Media Texture Binding Failed

Hi,

I've added a patch to the ticket that adds support for MediaTextures in Bindings.
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