Added UMG Support to UE4 WindowCapture Feature

UMG Support I have implemented UMG support for the WindowCapture2D plugin for UE4, which I recently released on GitHub. WindowCaptureのUMG対応ができました。 Capture機能をObjectに移譲することでActorとWidget両方で使用できるようにしました。#UE4 pic.twitter.com/P3ME2eWzBN — ayuma (@ayuma_x) June 20, 2019 This allows pasting the captured image not only in 3D space but also at a fixed position within a window. How to Use Place “WindowCaptureUMG” in the UserWidget. That’s it. The properties to set for WindowCaptureUMG are the same as those for the Actor version, WindowCapturePlane, so it can be used with the same settings method whether it’s an Actor or a Widget. ...

2019-06-22 · 1 min · 188 words · ayumax

Tried Creating a Window Capture Feature in UE4

WindowCapture2D This time, I released a window capture plugin usable in Unreal Engine on GitHub. Currently, it’s only available on GitHub, but I plan to release it on the Marketplace once the features are a bit more consolidated. Thoughts on WindowCapture At one point, I wanted to display a Windows application within a VR space in UE4 for VR content and researched various methods, but couldn’t find a feature that directly matched. ...

2019-06-19 · 5 min · 911 words · ayumax

Released Json Parser Plugin to UE4 Marketplace

EasyJsonParser I have released EasyJsonParser as my third self-made UE4 plugin. EasyJsonParser: ayumax: Code Plugins - UE4 Marketplace This shares the same concept as the second plugin, EasyXMLParser, allowing you to retrieve values within Json using a simple access method from Blueprints. I have also uploaded a sample project to GitHub, so please refer to it if you are interested. How to Use After loading a Json string or Json file, retrieve values by specifying an access string. ...

2019-06-15 · 2 min · 407 words · ayumax

ObjectDeliverer v1.2.0 Released

ObjectDeliverer V1.2.0 has been released. The changes are the following two points: Fixed a bug where using PacketRuleNodivision for UDP reception caused an infinite loop. Added an option for TCP/IP clients to automatically attempt connection when the server disconnects. Fixed bug causing infinite loop when receiving UDP using PacketRuleNodivision As shown above, using the UDP reception feature with PacketRuleNodivision caused a bug where it entered an infinite loop upon receiving data once. This has been fixed. ...

2019-06-11 · 2 min · 216 words · ayumax

Submitted XML Parser Plugin to UE4 Marketplace

EasyXMLParser Today, I submitted a plugin named EasyXMLParser to the Unreal Engine Marketplace. This is my second work, following the previously released ObjectDeliverer. Last time I listed it for free, but this time I have set a price. I focused on ease of use when creating it, so please consider it if you like. A sample using this plugin is available on GitHub. Feature Introduction Introducing the features of EasyXMLParser. ...

2019-06-10 · 2 min · 319 words · ayumax

ObjectDeliverer Shared Memory Sample

Shared Memory Sample I had previously prepared ObjectDeliverer samples on GitHub, but for shared memory, only the reading side was implemented, and the process wasn’t complete. So, I newly implemented the writing side as well. Here, I will briefly introduce the contents of the sample. Overview In this sample, an image captured by SceneCapture2D is extracted from a TextureRenderTarget, and then displayed on another material via shared memory. First, please open the SharedMemory level. All implementation is within the Box Actor blueprint. Reading Side Implementation Prepare a texture and material to hold the pixel buffer read from shared memory. Generate an instance of ObjectDeliverer for reading shared memory and start the process. The shared memory buffer size is set to the image buffer size (800x450x4 bytes). ...

2019-06-06 · 2 min · 294 words · ayumax

Created a Dynamic Mesh Generation Feature by Drawing with Editor Utility Widget

Editor Utility Widget This time, I tried out the Editor Utility Widget feature, which became available from UE4.22. Using Editor Utility Widget, you can easily create editor extensions with UMG and Blueprints. For a basic explanation of Editor Utility Widget, I referred to Okazu-san’s article. [UE4] About Editor Utility Widget, which allows easy creation of tools and editor extensions that run in the editor using UMG - Qiita What I Made I created a feature where you draw a single continuous line by dragging the mouse on the Editor Utility Widget, and then generate a spline mesh along the drawn line. ...

2019-05-30 · 6 min · 1139 words · ayumax

MarketplaceURL when Submitting a UE4 Plugin to the Marketplace

I recently submitted my second code plugin to the Marketplace, and while writing various properties into the uplugin file, I submitted it with the “MarketplaceURL” left blank. I had assumed this URL wouldn’t be decided until it was actually published on the Marketplace, so both last time and this time, I followed the flow below for submitting the code plugin: Submit with MarketplaceURL blank. Receive an email from the reviewer saying, "Write this URL in the uplugin and resubmit." Modify the uplugin, package again -> upload. Resubmit. I felt this flow was somewhat redundant and troublesome, but I did it this way both times, and if left alone, I intended to do it this way the third time too. ...

2019-05-26 · 2 min · 220 words · ayumax

Trying out .NET Core 3.0 WPF (Made a Node-Based Calculator)

Tried It Out With the combination of Visual Studio 2019 + .NET Core 3.0, WPF is usable, so I created a new project and tried it out. For now, I’ll try writing as if I’m using the traditional WPF, forgetting that I’m using .NET Core, and see how it feels. Usage methods are introduced by various people, but you can use it by installing Visual Studio 2019 and .NET Core 3.0, and then checking ON “Use preview .NET Core SDK” in Visual Studio options. ...

2019-05-13 · 5 min · 1060 words · ayumax

Note on Updating Content Submitted to the UE4 Marketplace

I got a bit confused when updating my plugin, so I’m making a note of it. Code plugins written in C++ will likely undergo several version updates, and here’s a point to note during that process. When updating content for an already listed Engine version, the Project File Link on the screen below needs to be a different link URL than the previous one. It seems that if this URL is the same as the previous one, notification that the content has changed will not be sent. ...

2019-05-08 · 1 min · 121 words · ayumax