iniside
Posts: 2
Joined: 14 Jul 2017, 08:58

Re: Unreal Engine 4

15 Mar 2018, 15:06

Hey

When trying to compile plugin I get these errors:

2>\Plugins\NoesisGUI\Intermediate\Build\Win64\UE4Editor\Inc\NoesisRuntime\NoesisFunctionLibrary.gen.cpp(58): error C2440: 'initializing': cannot convert from 'void (__cdecl UNoesisFunctionLibrary::* )(FFrame &,void *const )' to 'FNativeFuncPtr'
2>\Plugins\NoesisGUI\Intermediate\Build\Win64\UE4Editor\Inc\NoesisRuntime\NoesisFunctionLibrary.gen.cpp(58): note: There is no context in which this conversion is possible


Setup:

4.19 (from launcher)
Noesis plugin from Master Branch.

Copied plugin into Project/Plugins.
 
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hcpizzi
Site Admin
Posts: 211
Joined: 09 Feb 2012, 12:40

Re: Unreal Engine 4

15 Mar 2018, 20:18

Hi iniside,

The plugin has not yet been updated to work with UE4.19, but I'm working on it at the moment. I'm doing some tests at the moment, and if everything goes well I'll commit the code in a few hours.

I'll update this post when it's done.
 
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hcpizzi
Site Admin
Posts: 211
Joined: 09 Feb 2012, 12:40

Re: Unreal Engine 4

15 Mar 2018, 23:14

OK, the 4.19 update is up on GitHub.

As always, let us know if you find anything wrong.
 
iniside
Posts: 2
Joined: 14 Jul 2017, 08:58

Re: Unreal Engine 4

16 Mar 2018, 15:05

Hey

Thanks, it's working now.
 
GeorgeR
Posts: 39
Joined: 15 Mar 2018, 01:06

Re: Unreal Engine 4

19 Mar 2018, 02:59

I just started using Noesis and i'm getting reaquanted with XAML. I have a few questions:
1. Is there a UE4 example of the various binding options available? ie. Binding to a material.
2. Can we use UE4's built in localization with FText instead of Noesis localization?
3. What's the best way to create a base window that other content appears in? In UMG, i'd make a window widget and have content slot for my actual content and spawn those two individual widgets. In XAML do I have to inherit from my window or can I keep the two separate and place the content in a "slot" at runtime?
4. How do I implement a XAML control that Noesis doesn't support? In this case I want to implement the pie chart for a progress bar.

I've attached a screenshot of my UI mockup showing where I want a material (top right wavey thing) and pie chart progress bars (bottom left).

Image
 
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hcpizzi
Site Admin
Posts: 211
Joined: 09 Feb 2012, 12:40

Re: Unreal Engine 4

19 Mar 2018, 10:30

Hi,

1. How would you like to use a material? You can bind textures, and the QuestLog sample shows how to do it: https://github.com/Noesis/Tutorials/tre ... estLog/UE4
2. It should be fairly easy to allow Binding Text properties, same way String properties can be used now. I'll get that on the next code update to GitHub.
3. The Menu3D sample shows how to implement a multi panel UI using UserControls: https://github.com/Noesis/Tutorials/tre ... Menu3D/UE4 You could use something similar. There's no functionality exposed to Blueprints to dynamically add/remove children to elements, but you can add it. I can take a look at adding a function to do that to the plugin too.
4. I'm going to port the CustomControl sample to UE4. For now you can take a look at the C++ version, which will be the base I use: https://github.com/Noesis/Tutorials/tre ... ol/C%2B%2B
 
GeorgeR
Posts: 39
Joined: 15 Mar 2018, 01:06

Re: Unreal Engine 4

19 Mar 2018, 11:58

Thanks for the quick response. If they're in C++ it's good enough for me, I only use BP when I have to.
 
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hcpizzi
Site Admin
Posts: 211
Joined: 09 Feb 2012, 12:40

Re: Unreal Engine 4

19 Mar 2018, 16:00

For the samples, we've tried to use Blueprints as much as possible, but all of them are a mixture of both. But everything is built on top of our native C++ SDK, and some features require writing native code. Also, all the Blueprint stuff works as well with C++ UObject derived classes, as long as the variables and functions are accessible to Blueprints, since we rely on the reflection information Unreal produces.

Let us know if you have more questions.
 
GeorgeR
Posts: 39
Joined: 15 Mar 2018, 01:06

Re: Unreal Engine 4

20 Mar 2018, 02:21

I was using materials for the progress bar and scrolling the wave texture, but I guess I could do that easily in xaml.
 
GeorgeR
Posts: 39
Joined: 15 Mar 2018, 01:06

Re: Unreal Engine 4

20 Mar 2018, 10:07

Does Noesis have to put all xaml files in a folder called __? It's breaking my conventions!

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