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Open/Save File dialog at runtime

I'm working on an app that allows users to load in 3D models. Therefore, a file dialog of sorts is needed. When I made something similar back in Unity, I had to create my own file browser widget. It's a lot of work and has some unavoidable limitations, so this time, I'm basically looking for any other alternatives before I attempt to do the same with Blueprints.

Option 1 Somehow expose the unreal editor file dialog code to allow runtime use. I have no idea how to do this, but I do remember reading about how Rama's color picker is based a similar approach. Of course, it did mention that the color picker was deliberately exposed to the runtime code in unreal's source.

Option 2 Access the native file explorer of the runtime platform through C++. Also no idea how to do it. Just wanna know if it's even possible in the first place.

Option 3 Create a small companion app for each platform I intend to support. This companion app would invoke the native file manager of the platform and at the end, send back the filepath through a socket to the unreal app.

Option 4 The last resort, design a file explorer in unreal using UMG and blueprints. I've already written some blueprint nodes to help me with file and directory operations. In Unity, instantiating UI widgets (eg for each file/directory) did have some very noticeable performance issues. Am I likely to have the same problems here?

Product Version: UE 4.18
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asked Dec 15 '17 at 12:41 AM in C++ Programming

avatar image

khalibloo
31 1 6 9

avatar image SebaSopp Jan 16 '18 at 05:24 PM

I've got the same problem. Right now the user has to put the files in a folder in the Game Root Directory. There i can access them and fill a combobox with the names. But this cant be the final solution. The only solution i found so far looks like your option 4 ( https://wiki.unrealengine.com/Slate,_Tree_View_Widget,_Ex:_In-Editor_File_Structure_Explorer ) I've tried also a Drag n Drop Tutorial without success: (https://headcrash.industries/reference/hooking-into-the-windows-message-queue-in-ue4/ )

I will work on your Option 2 and answer back, if i come to a solution.

avatar image khalibloo Jan 16 '18 at 05:43 PM

Good to know I'm not the only one looking for this. I did a some experimentation with option 4. To my surprise, it doesn't appear to have the performance issues I faced with Unity even when opening a folder with lots of files.

In the long run, I think I might stick with that option. I'm a high level coder and C++ can be very frustrating to understand with all those pointers and weird constructs. It's the option with the least amount of C++. But I'd love to see what possibilities the C++ wizards out there can unlock.

I'm very interested in Option 2. Good luck!

avatar image Maverick_tango Aug 16 '18 at 05:57 AM

( https://wiki.unrealengine.com/Slate,_Tree_View_Widget,_Ex:_In-Editor_File_Structure_Explorer )This part is not properly explained i cant understand anything @SebaSopp i need your help, how you opened file dialog box

avatar image SebaSopp Jan 17 '18 at 02:24 PM

So i managed to get a Dialog working that gives me the path of the selected file. Right now only for Windows. I used the Code from the 2nd comment of Emiliarge from here

I needed to edit the included Files in the header. i include: #include "WindowsApplication.h" #include "Windows/WindowsSystemIncludes.h" #include "AllowWindowsPlatformTypes.h" #include Commdlg.h

Iam not sure if this is a good and save way, or if i need to include other files.... But its working, as far as I could test it. Even after i made a shipping packed version. I will keep you up to date if there are some problems that i missed...

I'm also loading 3D Models at runtime. Can i ask you, how your procedure for that import is?

avatar image khalibloo Jan 17 '18 at 02:46 PM

That's a very good find. I'll definitely give it a shot, thank you. It may not be a multiplatform solution, but it's a start at least. I'll see if I can replicate that.

For the 3D models, I use Assimp as explained by Moddingear https://wiki.unrealengine.com/Assimp_for_Unreal It works really well but may need some tweaks depending on your use case. For example, my UVs were flipped on the Y axis maybe because I exported from Blender. And I'll need to expand on it to support materials as well.

avatar image SebaSopp Jan 17 '18 at 05:22 PM

I am also working with assimp and Procedural Mesh Components. Getting good results so far :)

avatar image khalibloo Jan 17 '18 at 08:20 PM

Me too. One minor issue I have with Assimp so far is that it's not async. The whole app freezes for a second until the model is loaded.

I tried your file dialog method. Works like magic! I wish it could be done for other platforms as well. Mobile looks to be out of the question since they don't run on C++, but I could be wrong.

avatar image SebaSopp Jan 18 '18 at 10:39 AM

Yeah i need the file dialog also at least for mac. I will take a look at that soon. I don't have experience with mobile development, but this will maybe also become a task for me.
I also have the async problem here. There is a Wiki for loading images async, maybe there is a way to combine this with assimp... https://wiki.unrealengine.com/Asynchronous_Image_Loading_from_Disk

avatar image MichaelWion Mar 17 '18 at 09:35 AM

Why not execute the model loading process in it's own thread?
As long as you follow basic thread safety rules, I don't think there'd be any problems.
Just be sure not to do any custom rendering stuff from that thread, since it executes within the game thread and not the rendering thread.

avatar image emptyT Jul 22 '18 at 09:42 AM

Did you guys make any progress?

avatar image khalibloo Jul 22 '18 at 11:49 AM

I had some success with windows. The file dialog works as a blueprint, but does not allow for parameterizing the file type filters. So I ended up making a hardcoded blueprint node for every file dialog type my application uses. Weirdly, it worked at one point here. I haven't tried with other platforms. I also tried option 4. It works quite well, but it's considerably more work. You'll have to implement all of the interaction logic yourself, like double-click to select, and so on. If you have the time, I definitely recommend this method.

avatar image emptyT Jul 22 '18 at 03:14 PM

Any chance you can share your successes?

avatar image khalibloo Jul 22 '18 at 05:03 PM

Sure. You can generate a sample blueprint function library c++ class from the unreal editor. Once you've done that, it will create the header (.h) and the .cpp file. My .cpp file looks like this. My header file has this as the function declaration. Then you'll need to create another header file (FileDialog.h) in the same folder as your library's header file and paste this into it. Then (you guessed it) its FileDialog.cpp file in the same folder as your library's .cpp file and paste this into it.

If you follow the links in the discussion in the comments, you'll see where all this came from. Good luck!

avatar image emptyT Jul 23 '18 at 02:39 PM

Thanks. I thought this was to be a blueprint endeavor? I'm a total noob in case you haven't already guessed :) not ready for C++

avatar image Maverick_tango Aug 16 '18 at 06:15 AM

(If you follow the links in the discussion in the comments) @khalibloo which link are you referring to ??/

avatar image khalibloo Aug 16 '18 at 06:26 AM

Generally, the links in the comments above in the discussion with @SebaSopp. More specifically, for the windows file dialog, the link shared by @SebaSopp to a post in msdn

That method has its drawbacks, especially that it is not crossplatform. And there are some difficulties converting between FString and the string types used natively in windows. If that is a big concern to your project, the python method in the answer below might be of interest to you.

avatar image Maverick_tango Aug 16 '18 at 08:08 AM

Thanks @khalibloo for the fast replay ,but i want to use c++ only for opening the window, can you please give me the link for the opening of window with button tutorial, it will be really helpful, i am new to UE4(I am doing the same thing as you guys did , after the window open i want to select file and that will create geometry in UE4,did you do something like this ??). Thanks in advance

avatar image khalibloo Aug 16 '18 at 08:15 AM

Have a look at my comment above. I posted some of the cpp files there. I can't figure out how to link to the comment. But it's the one right after emptyT asked if I could share the successes. It's not much of a tutorial, but I think you'll find it useful.

avatar image Maverick_tango Aug 16 '18 at 09:58 AM

I followed the steps given in your comment but how to see if its working on not , how do i connect this code with some button ??I cant drag and drop class file in editor !!(I cant upload image for some reason but its plugin button above the editor)

avatar image Maverick_tango Aug 16 '18 at 11:01 AM

@khalibloo can you please help me on this ??

avatar image khalibloo Aug 16 '18 at 01:37 PM

The class gives you a blueprint node you can use. You simply attach the node to an OnClick event to a button in your interface. The node looks a little like so. Depending on what variables you choose to expose in c++. alt text

avatar image chw0239 Dec 11 '18 at 10:54 PM

Hello, @khalibloo ! Thank you for sharing the code, it works perfect. However I've noticed that there are several #include which seems unnecessary in your code here , namely

 #include "WindowsApplication.h"
 #include "Windows/WindowsSystemIncludes.h" 
 #include <Windows.h>
 #include <tchar.h>

My code can still run without them. Do you still remenber what are they used for? I'm just wondering it because the msdn post which you mentioned seems already expired. Also I found that it is better to put #include "HideWindowsPlatformTypes.h" after #include <commdlg.h> , as it is paired with #include "AllowWindowsPlatformTypes.h". Anyway, you have done a great job!

avatar image khalibloo Dec 12 '18 at 12:47 AM

Hi, thanks! I don't remember how I got all those #includes, but now that you mention it, I know that at least a few of them must have come from my attempts to get the strings smoothly converted from FString (used by UE4 blueprints) to LPCWSTR (used by the file type filter). Visual Studio's code suggestion doesn't work well with UE4's c++, and I'm not very proficient in c++ so I'm often #including through guess work. You're most certainly better off without them if your code still runs. Thanks for the corrections.

I'm guessing #include "HideWindowsPlatformTypes.h" helps the code run on non-windows environments? https://answers.unrealengine.com/questions/27560/trouble-using-windows-includes-with-dword-int.html

avatar image chw0239 Dec 12 '18 at 10:34 AM

Actually if you open up these two headers: "AllowWindowsPlatformTypes.h" and "HideWindowsPlatformTypes.h", you will find that the first one defines some names and the latter one undefine these names, and you can wrap your Windows code in between them, like this:

 #include "AllowWindowsPlatformTypes.h"
 #include "commdlg.h"
 #include "HideWindowsPlatformTypes.h"

I think it's just a trick to use Windows specific types without interfering with the rest of the codes. https://answers.unrealengine.com/questions/38930/cannot-open-include-files.html

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5 answers: sort voted first

Revisiting this issue, I was able to come up with a much neater solution. It uses the amazing UnrealEnginePython plugin. Besides unlocking the full power and comfort of Python, it has the added benefit of eliminating the need for C++ in this case. After setting up the plugin, simply pip install any Python GUI framework and call its file dialog functions. Since the GUI frameworks are crossplatform, I believe this method should work on Linux and other supported platforms as well. But I've only tried with Windows. Please let me know how it goes with other platforms.

Mini Example

Download a suitable embedded version of UnrealEnginePython and add to the Plugins folder of your project, and enable it in your Plugins settings. To install PySide2, a Python binding of the popular QT framework, run the following command from the Python folder in the plugin (...MyProject/Plugins/UnrealEnginePython/Binaries/Win64/).

 ./python.exe -m pip install --target . pyside2

With that done, create a PyActor blueprint class and set up its variables like so

alt text

Then set up the actor like so

alt text

We then create a file_dialog.py in the Project/Scripts folder and paste the following in it.

 from PySide2 import QtCore, QtWidgets, QtGui
 import unreal_engine as ue
 from PySide2.QtWidgets import QFileDialog
 from unreal_engine import FSlateApplication
 #this import initializes our qt app
 from ueqt import inst as ueqt
 
 
 class DummyWidget(QtWidgets.QWidget):
     def __init__(self):
         super().__init__()
 
 class FileDialogManager:
     # this is called on game start
     def begin_play(self):
         ue.log("File Dialog:::Start")
         
     def open(self):
         widget = DummyWidget()
         # widget.resize(800, 600)
         # widget.show()
 
         # get the active top level window
         top_window = FSlateApplication.get_active_top_level_window()
         top_window.set_as_owner(widget.winId())
 
         f = QFileDialog.getOpenFileName(
             widget, #parent
             self.uobject.Title, #title
             self.uobject.InitialDir, #initial dir
             ";;".join(self.uobject.FileTypeFilters), #filters
             self.uobject.FileTypeFilters[self.uobject.SelectedFileTypeFilter] #selected filter
         )
         if len(f[0]) < 1:
             ue.log("Open File Dialog:::Canceled")
             self.uobject.call_function('OnCancel')
             return
         ue.log("Open File Dialog:::Confirmed")
         ue.log(f)
         widget.close()
         self.uobject.Filepath = f[0]
         self.uobject.call_function('OnOpen')
         
     # this is called at every 'tick'
     def tick(self, delta_time):
         pass
     
     # this is called at the end
     def end_play(self, reason=None):
         ue.log("File Dialog:::Quit")
         ue.log(reason)

Then we create a ueqt.py script

 import sys
 import unreal_engine as ue
 import PySide2
 from PySide2 import QtWidgets
 
 class UEQT:
     app = None
 
     def __init__(self):
         self.app = QtWidgets.QApplication(sys.argv)
 
 inst = UEQT()
 ue.set_brutal_finalize(True)

That's all the coding we need. Head back to our PyActor and create a function called Open and another called OnOpen. Then create an event dispatcher called OnFileOpen with a single string input. alt textalt text

Then to open a dialog when you need to, simply spawn the actor, bind the OnFileOpen event and call Open. alt text

If you get stuck, check out this repo on Bitbucket https://bitbucket.org/Khalibloo/unrealpyfiledialog. It was created following this example. You can study its blueprint classes and python files for a better understanding.

Note: At the time of writing, only the latest code from the UnrealEnginePython repo supports attaching the file dialog to the unreal window. You should build the plugin from source (following the instructions on their page) if this is needed. Or comment out the lines of code with "top_window". It will still open the file dialog, but it will not be attached to the unreal window. Or just wait for them to update the releases :)

ue-fd-actor.png (15.3 kB)
ue-fd-open.png (31.0 kB)
ue-fd-on-open.png (31.3 kB)
ue-fd-usage.png (153.7 kB)
ue-fd-vars.png (6.0 kB)
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answered Jul 25 '18 at 02:47 PM

avatar image

khalibloo
31 1 6 9

avatar image hamza363 Jul 27 '18 at 09:42 AM

hi khlibloo can show me some thing that how its working i am making the same thing

avatar image khalibloo Jul 27 '18 at 10:25 AM

I'm not sure what you mean. It's a regular native file dialog. I've attached a screenshot of a test I did in a packaged unreal app running on windows. A side-effect I found was that including a gui framework in a packaged app increases package size. Pyside2 added around 40mb after stripping down its unnecessary files.

alt text

ue-fd-sample.png (298.7 kB)
avatar image hamza363 Jul 27 '18 at 10:55 AM

thanks thats what i want i am going to do that i will let you know if get any problem and some how can you make simple project of this and share it?will help alot

avatar image khalibloo Jul 27 '18 at 11:23 AM

Ok, I'll try writing a wiki page as soon as someone can confirm that this method does work for other platforms

avatar image hamza363 Jul 27 '18 at 12:29 PM

can you help me installing pyside2 for python?like from where to run the command. i run it from python.exe in plugins but it says syntax error

avatar image khalibloo Jul 27 '18 at 12:43 PM

Yes, you should open a terminal in the Plugins/UnrealEnginePython/Binaries/Win64 folder and run it from there. try this, if the first one doesn't work

 ./python.exe -m pip install --target . --index-url=http://download.qt.io/snapshots/ci/pyside/5.11/latest/ pyside2 --trusted-host download.qt.io

avatar image hamza363 Jul 30 '18 at 04:03 PM

hi khalbloo i tested it its working fine on mac and windows but not working on android it because pyside2 does not support android do you suggest any other ui frame work for python?

avatar image khalibloo Jul 30 '18 at 09:31 PM

Cool! I can expect it to work on linux as well then. Thanks. Yes, for this method to work on Android, we have to find a framework that supports Android as well. I haven't tried Kivy, but it supports both desktop and mobile. Its main drawback would be that its file dialog isn't native. https://kivy.org/docs/api-kivy.uix.filechooser.html.

avatar image PavelSkellig Jul 31 '18 at 08:02 AM

Thank you for your solution khalibloo! It works great! The only problem that QApplication instance doesnt destroy: "RuntimeError: Please destroy the QApplication singleton before creating a new QApplication instance." Do you know the solution of this error?

avatar image khalibloo Jul 31 '18 at 09:57 AM

Yes! I noticed that a while ago. I created an issue on UnrealEnginePython repository. I'll update the answer as soon as I find a solution. None of the traditional methods seem to work currently. app.quit(), sys.exit()... It's the last hurdle in this method

avatar image khalibloo Jul 31 '18 at 12:24 PM

The code I have here on the repo issue didn't give that error. You could give it a try in the mean time. However, the process still doesn't properly end when the application is closed.

avatar image hamza363 Jul 31 '18 at 01:49 PM

i did try using kivy but its not working i dnt know it just open up another blank window with unreal engine and nothing happen and even if we close unreal engine the other window still remains open had to close it with task manager any idea about this?alt text

capture.png (1.3 MB)
avatar image khalibloo Jul 31 '18 at 04:48 PM

Sorry, I have no experience with Kivy, myself. I don't know why that happens. Maybe someone can offer an example for Kivy. Or another GUI framework.

avatar image khalibloo Aug 10 '18 at 07:50 PM

The UnrealEnginyPython developer has fixed the issue. I just updated the answer. Closing the QT app instance works smoothly now. This is thanks to brutal_finalize in the ueqt.py file.

avatar image PavelSkellig Aug 02 '18 at 04:59 PM

The other problem of this method is that the final users of project will require python installed in their system.

avatar image khalibloo Aug 02 '18 at 05:07 PM

If you install the embedded version of UnrealEnginePython, or follow the instructions on their readme for embedding python, the user does not have to install python. Your packaged app will include python.

avatar image PavelSkellig Aug 02 '18 at 05:11 PM

That's from their instruction: "Remember that unless you add an embedded python in your final build, the final users of your project will require python installed in his/her system."

avatar image khalibloo Aug 02 '18 at 05:19 PM

Yeah. There are different ways of installing UnrealEnginePython. You can follow the embedded method or the non-embedded method. The part you quoted is a reminder to use the embedded method if your app calls for it. The embedded method is recommended if you use python scripts at runtime. The non-embedded method is mainly for editor scripting and automation tasks while developing. If you head over to their releases page, you'll see the different packages for embedded and non-embedded. The installation section of their readme gives some more details on this. Also, even if you start out with the non-embedded version, you can manually download the embeddable python package from python.org and embed it into your unreal package.

avatar image khalibloo Aug 02 '18 at 05:31 PM

This snippet from their readme should hopefully explain it better. "Binary releases are in two forms: standard and embedded. Standard uses the python installation of your system, so ensure the python installation directory is in your system PATH environment variable (otherwise you will get an error while loading your project). Embedded releases include an embedded python installation so you do not need to have python in your system."

avatar image AnimeGirl3496 Sep 03 '18 at 09:31 AM

the chances are that I might have done something wrong in spite of following the exact steps, so could you help me a bit? after creating the blueprint, I dragged it as an actor in the scene and hit the play button, but I received an error saying that there's an infinite loop somewhere - no other detail given do you happen to have any idea of what might be causing that?

avatar image AnimeGirl3496 Sep 03 '18 at 11:09 AM

found the problem: I assigned it to "event begin" and didn't notice that the code was treating the event too. I have a different problem now though: it gives me an error "unexpected indent (file_dialog.py, line 2)". I decided to comment that line and it gives me the same error for the next line

avatar image khalibloo Sep 03 '18 at 11:17 AM

Ah great! I never would have thought of that as a possible cause. I'm guessing you're fairly new to python. Python uses indentation instead of curly braces to block out its code. So indentation is a big deal in python. You should take some time to understand it. If you're using vs code, you can use the format document command (alt + shift + f) and see the difference.

avatar image AnimeGirl3496 Sep 03 '18 at 11:37 AM

thank you, that made the error go away! it seems the indentation got messed up when I pasted your code

avatar image AnimeGirl3496 Sep 03 '18 at 12:42 PM

Looks like I ran into something else: "ModuleNotFoundError: No module named 'PySide2'". I followed your instructions and I installed it, and it does appear in that folder

avatar image khalibloo Sep 03 '18 at 12:53 PM

When I had a similar issue, it turned out that unreal was using my system wide python installation rather than the embedded one. The simplest way to confirm this would be to uninstall your system-wide python. But before doing that, see if restarting unreal editor fixes the issue.

avatar image AnimeGirl3496 Sep 03 '18 at 01:25 PM

A restart didn't fix the issue and uninstalling the system-wide python made it worse. It now says that "UnrealEnginePython module could not be loaded". Which kind of makes sense, because I am using the installation from sources as I want it working after build as well

avatar image khalibloo Sep 03 '18 at 01:31 PM

Yes, that does make sense. If you installed from source, keep in mind you'll need to rebuild the solution and embed your own python. The process is detailed on their github readme. but if you did all of that and you still are getting this issue, then you should create an issue on their repo. it would be easier to get more accurate help there.

avatar image AnimeGirl3496 Sep 03 '18 at 01:33 PM

So I will then, thanks a lot!

avatar image khalibloo Sep 03 '18 at 06:40 PM

I just made a minimal project from scratch using the embedded version of the UnrealEnginePython plugin. I installed pyside2 and it works. I've created a repo on bitbucket https://bitbucket.org/Khalibloo/unrealpyfiledialog. perhaps you may find it useful. I excluded the plugin folder from the repo because my version of the engine is 4.19. But if you used the embedded version of the plugin for your version of the engine, I believe it should work fine. All the features I was using in the source version have since made it to the release packages, so there is no longer a need to build from source.

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Hey Khalibloo, I was trying to load 3D models from assimp , from this tut https://github.com/LaP0573/ue4-fbx-importer . Everything is working fine like I am able to load 3d models but I am missing the textures, like no textures are coming or fetching from assimp. do you know why this is happening or could you share your assimp code? Thanks :)

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answered Aug 04 '18 at 10:59 AM

avatar image

Saurabh0190
1 1 3 3

avatar image khalibloo Aug 04 '18 at 05:32 PM

That's a bit off-track from this question :) Assimp fetches materials when you import. You'll just need to access them from the mesh objects that assimp creates. I'm guessing the code in the tutorial you followed simply did not utilize the materials from assimp. Unfortunately, it's very difficult for me to explain as I am still a c++ beginner myself. But I'll see about writing up an explanation in the coming days.

avatar image Saurabh0190 Aug 04 '18 at 09:30 PM

it would be awesome if you could share the explanation :))

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alt textalt text

alt text![alt text][4]

Why?My code reported an error......

error1.png (19.7 kB)
error2.png (44.8 kB)
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answered Sep 04 '18 at 07:40 AM

avatar image

魔力嘿嘿嘿
1 2 2

avatar image khalibloo Sep 04 '18 at 07:46 AM

Try building the solution. A lot of times, the red lines are false positives. I also have quite a few red lines in mine, but it builds successfully.

avatar image 魔力嘿嘿嘿 Sep 04 '18 at 08:33 AM

include "FileOps.h" What is it? I didn't find him...... 么么哒~

avatar image khalibloo Sep 04 '18 at 08:42 AM

In my case, the first 2 files were FileOps.cpp and FileOps.h. The remaining 2 were FileDialog.cpp and FileDialog.h. You should replace "include "FileOps.h"" with the name of your own file.

avatar image 魔力嘿嘿嘿 Sep 04 '18 at 09:26 AM

FileOps Is BlueprintFunctionLibrary? So what is FileOpsBPLibrary?

avatar image khalibloo Sep 04 '18 at 01:55 PM

Sorry, I mixed them up. I just took another look at my code. I packaged my BlueprintFunctionLibrary (FileOpsBPLibrary) into a plugin (FileOps). I must have forgot to remove the include for FileOps in my example. You should be able to remove the include and compile your project. To clarify, FileOps just contains the default plugin code you get when you create a new plugin

avatar image 魔力嘿嘿嘿 Sep 05 '18 at 02:46 AM

Thank you for your patience, but I still can't do it. The red line is wrong, and there are 94 compilation errors.

avatar image khalibloo Sep 05 '18 at 06:01 AM

Usually when 1 error happens, it leads to lots and lots of other errors. My guess is that once you solve the first one, the remaining 93 will go away.

avatar image 魔力嘿嘿嘿 Sep 05 '18 at 07:10 AM

Can you share test engineering? My Email :576435459@qq.com . If not, it's okay. Thank you very much for your patience

avatar image khalibloo Sep 05 '18 at 07:24 AM

I intend to put the plugin up on Bitbucket so anyone can clone and build. I've just been a bit occupied lately. I'll let you know when it's ready.

avatar image 魔力嘿嘿嘿 Sep 05 '18 at 07:31 AM

Cool! Thank you very much!

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Hi . I use Python to package the failure look:alt text

aaa.png (12.2 kB)
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answered Sep 20 '18 at 08:44 AM

avatar image

魔力嘿嘿嘿
1 2 2

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Hi . I use Python to package the failure look:alt text

aaa.png (12.2 kB)
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answered Sep 20 '18 at 08:47 AM

avatar image

魔力嘿嘿嘿
1 2 2

avatar image khalibloo Sep 20 '18 at 02:14 PM

Hi, it's not clear to me exactly what is going on there. Please create an issue on the UnrealEnginePython Github page.

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