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Re: Unreal Engine 4

Posted: 15 Mar 2018, 15:06
by iniside
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.

Re: Unreal Engine 4

Posted: 15 Mar 2018, 20:18
by hcpizzi
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.

Re: Unreal Engine 4

Posted: 15 Mar 2018, 23:14
by hcpizzi
OK, the 4.19 update is up on GitHub.

As always, let us know if you find anything wrong.

Re: Unreal Engine 4

Posted: 16 Mar 2018, 15:05
by iniside
Hey

Thanks, it's working now.

Re: Unreal Engine 4

Posted: 19 Mar 2018, 02:59
by GeorgeR
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

Re: Unreal Engine 4

Posted: 19 Mar 2018, 10:30
by hcpizzi
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

Re: Unreal Engine 4

Posted: 19 Mar 2018, 11:58
by GeorgeR
Thanks for the quick response. If they're in C++ it's good enough for me, I only use BP when I have to.

Re: Unreal Engine 4

Posted: 19 Mar 2018, 16:00
by hcpizzi
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.

Re: Unreal Engine 4

Posted: 20 Mar 2018, 02:21
by GeorgeR
I was using materials for the progress bar and scrolling the wave texture, but I guess I could do that easily in xaml.

Re: Unreal Engine 4

Posted: 20 Mar 2018, 10:07
by GeorgeR
Does Noesis have to put all xaml files in a folder called __? It's breaking my conventions!