segross

Results 27 comments of segross

Hi and sorry that you had to wait. There is a short and more complex answer to your question. The simple answer is that unfortunately it is not supported, at...

Hey, I'm glad that you made a progress on that. I suppose that making the editor context was straightforward enough and the bigger issue was the widget itself and attaching...

You might be the first person using it... at least the first that I know about. Other then a simple example, I don't use it much myself, just thought it...

After a quick look, you could try this: 1. In the `FTextureEntry` change `UTexture2D` to `UTexture` (constructor and member variable). 2. Modify `FTextureManager::CreateTextureResources(const FName& Name, UTexture2D* Texture)` to take `UTexture`....

How would you create those brushes? Forgive me ignorance but other than in this plugin and occasional customization details, I don't use Slate that often (even less UMG). If all...

OK, I'll look at those functions. > It seems I'm releasing them before ImGui has the time to draw them on screen. Oh yes, you cannot do that according to...

I tried to pass different objects, like materials, and while they got registered and resource created, the resulting image in ImGui was invisible. Not sure why that happens, I may...

Hey, I think that I won't be able to help you much with this issue. When you run the original ImGui demo, outside of the Unreal Engine, do you have...

Hey, I didn't try it, but I can give you some info about the code. You can start by looking at the `SImGuiWidget::OnPaint()`. This is where the rendering data are...

The problem might be that widget is automatically attached to created viewports - see @ `FImGuiModuleManager::OnViewportCreated()` and @ `FImGuiModuleManager::AddWidgetToViewport(UGameViewportClient*)`. That seemed like the least intrusive approach for a debug tool...