Comments (16)
I think the critical piece of info there is 'D:\Documents\Unreal Projects\BLUITest\Plugins\BLUI\ThirdParty\cef\Win\shipping' not found.
cef is a submodule, which you may need to compile first? (I'm just guessing I haven't tried using blui yet)
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When attempting to generate the Visual Studio files I get an identical error. I am trying to open the demo file, with the supposed UE4.1.5 update. Dorkside, if you managed to fix this please come to my aid
Running K:/Programs/EPIC/UE_4.15/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="K:/BLUIDemo/BLUIDemo.uproject" -game -rocket -progress
Discovering modules, targets and source code for project...
ERROR: Unable to instantiate instance of 'Blu' object type from compiled assembly 'BLUIDemoModuleRules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'. Unreal Build Tool creates an instance of your module's 'Rules' object in order to find out about your module's requirements. The CLR exception details may provide more information: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.IO.DirectoryNotFoundException: Could not find a part of the path 'K:\BLUIDemo\Plugins\BLUI\ThirdParty\cef\Win\shipping'.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileSystemEnumerableIterator`1.CommonInit()
at System.IO.Directory.GetFiles(String path, String searchPattern, SearchOption searchOption)
at Blu..ctor(TargetInfo Target) in k:\BLUIDemo\Plugins\BLUI\Source\Blu\Blu.Build.cs:line 58
--- End of inner exception stack trace ---
at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
at System.Reflection.RuntimeConstructorInfo.Invoke(BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes, StackCrawlMark& stackMark)
at System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes)
at System.Activator.CreateInstance(Type type, Object[] args)
at UnrealBuildTool.RulesAssembly.CreateModuleRules(String ModuleName, TargetInfo Target, FileReference& ModuleFileName)
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I'm having the same issue as well on the 4.16 preview 3 build. @AaronShea Any fix as of yet?
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I just gave up eventually so if you figure it please let me.know. Thanks.
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Did you solve the problem? I'm having the same issue as well on the 4.15. @dannyflint @Dorkside
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Not using BLUI anymore in my project, shifted to a very different setup combining UE4 and electron.
Just a hunch though, might be a space in the project path.
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Since I'm not using BLUI anymore could anyone having this problem confirm this works ?
I remember having read somehting like this indeed, might have solved the problem back then.
Thanks for the update anyways :-).
I'll close the post as soon as somebody confirms the solution.
Cheers
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I'm on my way home from work now and will try and dig out my project and see if the solution works.
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Zong, have you pulled the solution?
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I had two problems in my project.
The first question is this one.But I forgot how it worked out .Maybe you should regenerate your project?
The second question is that program starts for a long time after packing.I had solved second problems.
Would you like me to send you a correct project? It is set up well。
Let me look at the first question again.
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Your English is fine. Thanks for that. Last night I spent some time getting it working in 4.16 using a fixed plugin shared in one of the other threads above this one. I haven't got interactivity working yet, but I can see webpages in UE4 ... I was hoping to look at that today
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Congratulations!Good luck~ It's not difficult, it just needs to overwrite slate.
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Hey I managed to get your demo loading up the UI but again Im not really sure how to get.interactivity working. Any tips?
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@dannyflint Sorry, I did not see this information until now。In Level Blueprint,,You should do a Tick. In new widget Blueprint ,You can see the operation of loading the UI.If you want to interact, you should overload the event.
I hope you have solved this problem.Very sorry, Git did not inform me of your reply.If you want to contact me faster, you can contact my email :[email protected] or QQ 876993089.If I received the news, I would reply you as soon as possible.
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In UMG, overload the mouse event @dannyflint
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Related Issues (20)
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