Basic Unreal 5 and Noesis databinding issues.
After 10 years of struggle bussing through UMG/Slate, I'm super excited to learn Noesis studio with the Unreal plugin. I've read through the documentation, watched the Youtube videos and poked around myself for a few days... but I'm still having trouble with data binding to arrays. I have a super simple data setup...
MemeObject
- Title (string)
- Description (string)
MemeData
- Banner (string)
- MemeObjects (collection of MemeObject)
I can generate sample data and bind it in Noesis studio to a LIstBox with a ListItemTemplate bound to Title/Description, no problem. I can also load a noesis instance/view in Unreal... and on the "Xaml Loaded" event on the UserWidget/NoesisView, update the "Banner" string via a public BlueprintReadWrite FString Banner variable.
The ListBox for MemeObjects DOES update the number of entries (added on Event XamlLoaded), but displays the class name (instead of looking for the reflected variables exposed on the UMemeObject subclass of UObject).
The data binding sample plugin was made with blend and uses Blueprinted "PrimaryAssetClass" derived assets. Available documentation seems to imply any UObject class should work via reflection. Is there some xaml project namespace setting... or maybe the Noesis plugin the class to register itself somehow? I feel like I'm missing something super simple.
Any help, references, or advice would be greatly appreciated. If I find a solution, I'll be sure to post it here.
MemeObject
- Title (string)
- Description (string)
MemeData
- Banner (string)
- MemeObjects (collection of MemeObject)
I can generate sample data and bind it in Noesis studio to a LIstBox with a ListItemTemplate bound to Title/Description, no problem. I can also load a noesis instance/view in Unreal... and on the "Xaml Loaded" event on the UserWidget/NoesisView, update the "Banner" string via a public BlueprintReadWrite FString Banner variable.
The ListBox for MemeObjects DOES update the number of entries (added on Event XamlLoaded), but displays the class name (instead of looking for the reflected variables exposed on the UMemeObject subclass of UObject).
The data binding sample plugin was made with blend and uses Blueprinted "PrimaryAssetClass" derived assets. Available documentation seems to imply any UObject class should work via reflection. Is there some xaml project namespace setting... or maybe the Noesis plugin the class to register itself somehow? I feel like I'm missing something super simple.
Any help, references, or advice would be greatly appreciated. If I find a solution, I'll be sure to post it here.
Re: Basic Unreal 5 and Noesis databinding issues.
Hi,
Could you please create a ticket in our support portal and attach the code for the classes? You can make the ticket private if you so wish. Please, let me know once you've created it and I'll take a look at it.
Thank you!
Could you please create a ticket in our support portal and attach the code for the classes? You can make the ticket private if you so wish. Please, let me know once you've created it and I'll take a look at it.
Thank you!
Re: Basic Unreal 5 and Noesis databinding issues.
Thank you!
The support portal ticket has been filled out with the relevant files attached. #0005200
Thanks again for taking a look at this.
The support portal ticket has been filled out with the relevant files attached. #0005200
Thanks again for taking a look at this.
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