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Releases: getnamo/BLUI-Unreal

v4.0.0 for UE 4.25

20 May 23:56
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Changes

  • Update to Unreal 4.25
  • Refactor to be closer to Unreal C++ styling (PascalCase)
  • Now using IWYU instead of PCH
  • Auto-ticking feature added to BluEye. Manual ticking no longer needed and removed from example blueprint actors. Call SetShouldTickEventLoop BluEye static function if you want to pause the event loop.
  • Contribution by @GMAGD download handler passthrough for pdf printing support - #42
  • Contribution by @aaron1a12 fixes wrong codes for arrow keys - #43
  • Updated usability for key pressing and autoplay for e.g. youtube. aa1d8da
  • WebGL, shadertoy, tensorflow.js and Youtube confirmed working in this version
  • Misc cleanup

v3.7.0 for UE 4.24

13 Mar 06:15
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v3.5.0 for UE 4.23

12 Sep 11:10
1747ce5
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v3.4.0 for UE 4.22

02 Apr 21:27
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Changes

  • Compile fixes for 4.22.
  • Updated deprecated render command

Demo project
Use BLUI-v3.4.0-UE4.22-DemoExamples.7z link

v3.3.0 for UE 4.21

10 Nov 11:28
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Changes

  • Compile fixes for 4.21, mostly IWYU and warnings.

v3.2.6 for UE 4.20

20 Jul 23:28
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Changes

  • Recompiled for 4.20

v3.2.5 for UE 4.19

18 Mar 16:34
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  • Compile update for UE 4.19

v3.2.4 for UE 4.18

14 Nov 06:44
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Changes

  • Compile fixes for 4.18

v3.2.2 for UE 4.17

19 Sep 19:15
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Changes

  • Added some BP convenience functions to encapsulate URL parsing for the Blui widget
  • Added fork documentation, see https://github.com/getnamo/BLUI/blob/master/README.md
  • Fully functioning BluiWorldWidgetActorExample with valid, search term, and local URL resolution. Just drag and drop into your level and change url for basic display use

v3.2.0 for UE 4.17

19 Sep 16:53
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v3.2.0 for UE 4.17 Pre-release
Pre-release

Compiled release including CEF libs for nexus vr branch of BLUI working for UE4.17 blueprint (and c++) projects. Just drag Plugins from the .7z file into your project root folder to install.

Changes

  • compile fixes for 4.17
  • added optional blu tick actor. Just drag one into the level to satisfy BLUI runtime requirements instead of adding the tick to your level blueprint.