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Fixed Artboards. #104
Fixed Artboards. #104
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Tod-Rive
commented
Aug 8, 2024
- No more phantom artboards during PIE.
- Artboards in the level reset on PIE begin.
- No more phantom artboards during PIE. - Artboards in the level reset on PIE begin.
@@ -144,7 +151,11 @@ FVector2f URiveTextureObject::GetLocalCoordinatesFromExtents(const FVector2f& In | |||
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void URiveTextureObject::Initialize(const FRiveDescriptor& InRiveDescriptor) | |||
{ | |||
Artboard = nullptr; | |||
if (Artboard == nullptr) |
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Let's move the new artboard, and Reinitialization of the artboard into RiveReady.
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Done.
@@ -77,6 +77,7 @@ class RIVE_API URiveTextureObject : public URiveTexture, public FTickableGameObj | |||
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#if WITH_EDITOR | |||
void EditorBeginPlay(); | |||
void OnBeginPIE(bool bIsSimulating); | |||
void OnEndPIE(bool bIsSimulating); | |||
bool bHasBegunPlay = false; |
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We can probably remove bHasBegunPlay at this point. We can also remove the small block of code in Tick that references it, and calls EditorBeginPlay
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Done.
- Moved Artboard check/creation to URiveTextureObject::RiveReady - Removed EditorBeginPlay() and bHasBegunPlay
* UR-244: Fix reimport * UR-245: Remove RiveViewport client, replaced RiveWidget for fixed UI blending; Removed UI Blend Mode * fix includes for release build * ensure all Initialization paths listen for RiveFile delegates; Artboard file code cleanup * 4b4529a continued: "ensure all Initialization paths listen for RiveFile delegates; Artboard file code cleanup" * expose OnRiveReady for RiveTextureObject * UR-247: Artboard / State machine dropdowns implemented across RiveWidget, RiveTextureObject, RiveActorComponent * rive audio changes * editor-only: reset rive textures on editor begin play * RiveWidget audio convience * win,android: update rive to b192f37856b249fbd6247700bf13d07d9b064c47 * macOS, iOS: update rive to b192f37856b249fbd6247700bf13d07d9b064c47 * Runtime Asset swapping (#105) RiveAsset class was broken into 3 classes RiveAudioAsset RiveImageAsset, contains runtime compatible functions: LoadImageBytes (accepting an array of bytes in png, webp, jpg format) LoadTexture (not yet implemented fully, as we wait on Rive to allow us to submit bitmap data) RiveFontAsset, contains runtime compatible functions: LoadFontFace (loads an Unreal font face, if the font face's load policy is set to Inline) LoadFontBytes (accepting an array of bytes in ttf/otf format) RiveFile now supports a function "GetRiveAssetById", returning a base RiveAsset which can later be cast to one of the specific asset types to operate on *** * asset overrides * load image bytes call * cleanup * Ensure RiveWidget setup is called a short time after init * Fixed Artboards. (#104) * Fixed Artboards. - No more phantom artboards during PIE. - Artboards in the level reset on PIE begin. * Made PR suggested changes. - Moved Artboard check/creation to URiveTextureObject::RiveReady - Removed EditorBeginPlay() and bHasBegunPlay * UR-249: Improve UMG widget handling, with minimum sizes based on selected artboard as the initial size * win,android: update rive to 14d13c3ded7b141d5130c0246901008dc070c9fe * macOS, iOS: update rive to 14d13c3ded7b141d5130c0246901008dc070c9fe * fix a few includes * fix filehelper include * add another include * replaced forward with include; fixing a peculiar compilation issue * add SetTextValueAtPath, and GetStringValueAtPath * win,android refactor update rive to bc8ed46e56b3c312f0333aa82f0486838a898739 * missing files * macOS, iOS refactor update rive to bc8ed46e56b3c312f0333aa82f0486838a898739 * remove unused components and content * header fixes for packaging * update plugin icon with Rive graphic --------- Co-authored-by: Tod-Rive <tod@rive.app>
* UR-244: Fix reimport * UR-245: Remove RiveViewport client, replaced RiveWidget for fixed UI blending; Removed UI Blend Mode * fix includes for release build * ensure all Initialization paths listen for RiveFile delegates; Artboard file code cleanup * 4b4529a continued: "ensure all Initialization paths listen for RiveFile delegates; Artboard file code cleanup" * expose OnRiveReady for RiveTextureObject * UR-247: Artboard / State machine dropdowns implemented across RiveWidget, RiveTextureObject, RiveActorComponent * rive audio changes * editor-only: reset rive textures on editor begin play * RiveWidget audio convience * win,android: update rive to b192f37856b249fbd6247700bf13d07d9b064c47 * macOS, iOS: update rive to b192f37856b249fbd6247700bf13d07d9b064c47 * Runtime Asset swapping (#105) RiveAsset class was broken into 3 classes RiveAudioAsset RiveImageAsset, contains runtime compatible functions: LoadImageBytes (accepting an array of bytes in png, webp, jpg format) LoadTexture (not yet implemented fully, as we wait on Rive to allow us to submit bitmap data) RiveFontAsset, contains runtime compatible functions: LoadFontFace (loads an Unreal font face, if the font face's load policy is set to Inline) LoadFontBytes (accepting an array of bytes in ttf/otf format) RiveFile now supports a function "GetRiveAssetById", returning a base RiveAsset which can later be cast to one of the specific asset types to operate on *** * asset overrides * load image bytes call * cleanup * Ensure RiveWidget setup is called a short time after init * Fixed Artboards. (#104) * Fixed Artboards. - No more phantom artboards during PIE. - Artboards in the level reset on PIE begin. * Made PR suggested changes. - Moved Artboard check/creation to URiveTextureObject::RiveReady - Removed EditorBeginPlay() and bHasBegunPlay * UR-249: Improve UMG widget handling, with minimum sizes based on selected artboard as the initial size * win,android: update rive to 14d13c3ded7b141d5130c0246901008dc070c9fe * macOS, iOS: update rive to 14d13c3ded7b141d5130c0246901008dc070c9fe * fix a few includes * fix filehelper include * add another include * replaced forward with include; fixing a peculiar compilation issue * add SetTextValueAtPath, and GetStringValueAtPath * win,android refactor update rive to bc8ed46e56b3c312f0333aa82f0486838a898739 * missing files * macOS, iOS refactor update rive to bc8ed46e56b3c312f0333aa82f0486838a898739 * remove unused components and content * header fixes for packaging * update plugin icon with Rive graphic * android rendertarget slip --------- Co-authored-by: Tod-Rive <tod@rive.app>
* started implementing rhi * UR-244: Fix reimport * UR-245: Remove RiveViewport client, replaced RiveWidget for fixed UI blending; Removed UI Blend Mode * fix includes for release build * ensure all Initialization paths listen for RiveFile delegates; Artboard file code cleanup * 4b4529a continued: "ensure all Initialization paths listen for RiveFile delegates; Artboard file code cleanup" * expose OnRiveReady for RiveTextureObject * UR-247: Artboard / State machine dropdowns implemented across RiveWidget, RiveTextureObject, RiveActorComponent * rive audio changes * editor-only: reset rive textures on editor begin play * RiveWidget audio convience * win,android: update rive to b192f37856b249fbd6247700bf13d07d9b064c47 * macOS, iOS: update rive to b192f37856b249fbd6247700bf13d07d9b064c47 * Runtime Asset swapping (#105) RiveAsset class was broken into 3 classes RiveAudioAsset RiveImageAsset, contains runtime compatible functions: LoadImageBytes (accepting an array of bytes in png, webp, jpg format) LoadTexture (not yet implemented fully, as we wait on Rive to allow us to submit bitmap data) RiveFontAsset, contains runtime compatible functions: LoadFontFace (loads an Unreal font face, if the font face's load policy is set to Inline) LoadFontBytes (accepting an array of bytes in ttf/otf format) RiveFile now supports a function "GetRiveAssetById", returning a base RiveAsset which can later be cast to one of the specific asset types to operate on *** * asset overrides * load image bytes call * cleanup * Ensure RiveWidget setup is called a short time after init * Fixed Artboards. (#104) * Fixed Artboards. - No more phantom artboards during PIE. - Artboards in the level reset on PIE begin. * Made PR suggested changes. - Moved Artboard check/creation to URiveTextureObject::RiveReady - Removed EditorBeginPlay() and bHasBegunPlay * working imagemesh without background * missed some headers * UR-249: Improve UMG widget handling, with minimum sizes based on selected artboard as the initial size * imageRect now working * win,android: update rive to 14d13c3ded7b141d5130c0246901008dc070c9fe * macOS, iOS: update rive to 14d13c3ded7b141d5130c0246901008dc070c9fe * fix a few includes * fix filehelper include * add another include * replaced forward with include; fixing a peculiar compilation issue * add SetTextValueAtPath, and GetStringValueAtPath * updated to work with new rive layout * basic rendering and shader permutations working * made work with main * win,android refactor update rive to bc8ed46e56b3c312f0333aa82f0486838a898739 * missing files * macOS, iOS refactor update rive to bc8ed46e56b3c312f0333aa82f0486838a898739 * remove unused components and content * header fixes for packaging * update plugin icon with Rive graphic * android rendertarget slip * some cleanup and exports for gms * more cleanup * UR-207: Rive on Metal looks washed out * commit basic FilterPlugin * removed uneeded guards * updated to latest runtime * added rive rhi shaders * removed dupliocate calls in render target * allow some UTextures to be used as targets for runtime asset overriding * fixed some compiler warnings and added flag to ignore shader warnings * add rive renderer settings * remvoe duplicate include * added default load action instead of silencing warning * updated to use the enable tech preview setting * addressed PR comments * move editor specific settings to RiveEditor module * Use RiveFile initialization delegate before completing rivetextureobject init * added webp loading, fixed issues with packaging the plugin --------- Co-authored-by: blakdragan7 <jcopela4@gmail.com> Co-authored-by: Tod-Rive <tod@rive.app>
* started implementing rhi * UR-244: Fix reimport * UR-245: Remove RiveViewport client, replaced RiveWidget for fixed UI blending; Removed UI Blend Mode * fix includes for release build * ensure all Initialization paths listen for RiveFile delegates; Artboard file code cleanup * 4b4529a continued: "ensure all Initialization paths listen for RiveFile delegates; Artboard file code cleanup" * expose OnRiveReady for RiveTextureObject * UR-247: Artboard / State machine dropdowns implemented across RiveWidget, RiveTextureObject, RiveActorComponent * rive audio changes * editor-only: reset rive textures on editor begin play * RiveWidget audio convience * win,android: update rive to b192f37856b249fbd6247700bf13d07d9b064c47 * macOS, iOS: update rive to b192f37856b249fbd6247700bf13d07d9b064c47 * Runtime Asset swapping (#105) RiveAsset class was broken into 3 classes RiveAudioAsset RiveImageAsset, contains runtime compatible functions: LoadImageBytes (accepting an array of bytes in png, webp, jpg format) LoadTexture (not yet implemented fully, as we wait on Rive to allow us to submit bitmap data) RiveFontAsset, contains runtime compatible functions: LoadFontFace (loads an Unreal font face, if the font face's load policy is set to Inline) LoadFontBytes (accepting an array of bytes in ttf/otf format) RiveFile now supports a function "GetRiveAssetById", returning a base RiveAsset which can later be cast to one of the specific asset types to operate on *** * asset overrides * load image bytes call * cleanup * Ensure RiveWidget setup is called a short time after init * Fixed Artboards. (#104) * Fixed Artboards. - No more phantom artboards during PIE. - Artboards in the level reset on PIE begin. * Made PR suggested changes. - Moved Artboard check/creation to URiveTextureObject::RiveReady - Removed EditorBeginPlay() and bHasBegunPlay * working imagemesh without background * missed some headers * UR-249: Improve UMG widget handling, with minimum sizes based on selected artboard as the initial size * imageRect now working * win,android: update rive to 14d13c3ded7b141d5130c0246901008dc070c9fe * macOS, iOS: update rive to 14d13c3ded7b141d5130c0246901008dc070c9fe * fix a few includes * fix filehelper include * add another include * replaced forward with include; fixing a peculiar compilation issue * add SetTextValueAtPath, and GetStringValueAtPath * updated to work with new rive layout * basic rendering and shader permutations working * made work with main * win,android refactor update rive to bc8ed46e56b3c312f0333aa82f0486838a898739 * missing files * macOS, iOS refactor update rive to bc8ed46e56b3c312f0333aa82f0486838a898739 * remove unused components and content * header fixes for packaging * update plugin icon with Rive graphic * android rendertarget slip * some cleanup and exports for gms * more cleanup * UR-207: Rive on Metal looks washed out * commit basic FilterPlugin * removed uneeded guards * updated to latest runtime * added rive rhi shaders * removed dupliocate calls in render target * allow some UTextures to be used as targets for runtime asset overriding * fixed some compiler warnings and added flag to ignore shader warnings * add rive renderer settings * remvoe duplicate include * added default load action instead of silencing warning * updated to use the enable tech preview setting * addressed PR comments * move editor specific settings to RiveEditor module * Use RiveFile initialization delegate before completing rivetextureobject init * added webp loading, fixed issues with packaging the plugin * fix for metal write only flag issue * rename GetStringValueAtPath to GetTextValueAtPath * made compile on 5.3 * Made compile on 5.3 and up and made build scripts 4.27 compatable. * fixed macro copy-pasta mistake * fix for mac and ios build name discrepencies * updated again for mac paths * syntax error * update check * fix apple linkage * ensure hit results are properly counted regardless of hit vs. hitOpaque --------- Co-authored-by: blakdragan7 <jcopela4@gmail.com> Co-authored-by: Tod-Rive <tod@rive.app>