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View Code? Open in Web Editor NEW[DEPRECATED] Web UI framework plugin for Unreal Engine 4 - feel the power of HTML5!
License: MIT License
[DEPRECATED] Web UI framework plugin for Unreal Engine 4 - feel the power of HTML5!
License: MIT License
HUD can contain more than one component (memory optimization)
It's good idea.
When page is loading main thread is freazing. It's not good behaviour and should be fixed.
Loading local paths using "vaquole://stuff/example.html" works in the editor but does not work in packaged builds (pak or non-pak versions)
MainFrameActions: Packaging (HTML5): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: C:\Users\CC\Documents\Unreal Projects\TSS\Plugins\VaQuoleUI\Binaries\HTML5\TSS-VaQuoleUIPlugin-HTML5-Shipping-Static.bc
Currently it works for HUD only.
Currently input is grabbed by one "main" widget (QWebView in our case).
We can extend it to support all widgets.
This is the log error:
LogPlayLevelisplay: UnrealBuildTool: E:\projects\unreal Engine\KingdomOfGuardians\trunk\Plugins\VaQuoleUI\Source\VaQuoleUIPlugin\Private\VaQuoleUIPluginPrivatePCH.h(18,9) : fatal error: 'AllowWindowsPlatformTypes.h' file not found
LogPlayLevelisplay: UnrealBuildTool: #include "AllowWindowsPlatformTypes.h"
LogPlayLevelisplay: UnrealBuildTool: ^
LogPlayLevelisplay: UnrealBuildTool: 1 error generated.
LogPlayLevelisplay: UnrealBuildTool: -------- End Detailed Actions Stats -----------------------------------------------------------
LogPlayLevelisplay: UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: E:\projects\unreal Engine\KingdomOfGuardians\trunk\Plugins\VaQuoleUI\Binaries\Android\VaQuoleUIPlugin-Static-armv7.a
LogPlayLevelisplay: UnrealBuildTool: Cumulative action seconds (8 processors): 0.00 building projects, 8.40 compiling, 0.00 creating app bundles, 0.00 generating debug info, 0.00 linking, 0.00 other
LogPlayLevelisplay: UnrealBuildTool: UBT execution time: 11.83 seconds
LogPlayLevelisplay: CommandUtils.Run: Run: Took 11.9360886s to run UnrealBuildTool.exe
LogPlayLevelisplay: BuildCommand.Execute: ERROR: BUILD FAILED
LogPlayLevelisplay: Program.Main: ERROR: AutomationTool terminated with exception:
LogPlayLevelisplay: Program.Main: ERROR: Exception in AutomationTool: Command failed (Result:2): C:\Program Files\Unreal Engine\4.3\Engine\Binaries\DotNET\UnrealBuildTool.exe KingdomOfGuardians Android Development "E:\projects\unreal Engine\KingdomOfGuardians\trunk\KingdomOfGuardians.uproject" -noxge -rocket. See logfile for details: 'UnrealBuildTool.txt'
LogPlayLevelisplay: Stacktrace: at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options)
LogPlayLevelisplay: at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName)
LogPlayLevelisplay: at AutomationTool.UE4Build.BuildWithUBT(String ProjectName, String TargetName, UnrealTargetPlatform TargetPlatform, String Config, String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity)
LogPlayLevelisplay: at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InForceNonUnity, Boolean InForceUnity)
LogPlayLevelisplay: at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL)
LogPlayLevelisplay: at BuildCookRun.DoBuildCookRun(ProjectParams Params)
LogPlayLevelisplay: at BuildCommand.Execute()
LogPlayLevelisplay: at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
LogPlayLevelisplay: at AutomationTool.Automation.Process(String[] CommandLine)
LogPlayLevelisplay: at AutomationTool.Program.MainProc(Object Param)
LogPlayLevelisplay: at AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param)
LogPlayLevelisplay: at AutomationTool.Program.Main()
LogPlayLevelisplay: Program.Main: ERROR: Command failed (Result:2): C:\Program Files\Unreal Engine\4.3\Engine\Binaries\DotNET\UnrealBuildTool.exe KingdomOfGuardians Android Development "E:\projects\unreal Engine\KingdomOfGuardians\trunk\KingdomOfGuardians.uproject" -noxge -rocket. See logfile for details: 'UnrealBuildTool.txt'
LogPlayLevelisplay: ProcessManager.KillAll: Trying to kill 0 spawned processes.
LogPlayLevelisplay: Program.Main: AutomationTool exiting with ExitCode=1
LogPlayLevelisplay: Domain_ProcessExit
LogPlayLevelisplay: ProcessManager.KillAll: Trying to kill 0 spawned processes.
LogPlayLevelisplay: copying UAT log files...
LogPlayLevelisplay: RunUAT.bat ERROR: AutomationTool was unable to run successfully.
LogPlayLevelisplay: BUILD FAILED
Thanks a lot
I should research this, because current input is english-only.
Also, qwerty keyboard only. How we can get access to the system one?
VaQuole::EMouseButton currently can't be used in blueprints
Would it be possible for you to add some working examples of this set up? :) The BlastBestBuy project you linked to for VaRest was very helpful in understanding how that plugin works.
I also wanted to say that your plugins are awesome!
I had made a project using VaQuoleUI plugin.I run perfectly in editor.
When I package the game and run .exe it shows error.
Error is: " The program can't start because Qt5Webkit.dll is missing from your computer.Try to reinstalling the program to fix this problem."
What should I have to do?
LOD system depends on:
Widget should be rendered with scale into QImage of smaller size. When UIComponent is far away from player, it will also shut down web plugins and JS code.
HUD should use simplified system (just mouse coordinates without tracing)
It's the gates to all input
Currently it will work only for one side of the cube (check PC)
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