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A format that has succeeded in surviving on the web for a relatively long time and is not expected to disappear easily in the future.

The identity of the mysterious space above and below a widget in SRichTextBlock is the lineheight.
If we set lineheight of SRichTextBlock greater than 1.0, the space by lineheight will be added to the top or bottom of the widget created inside SRichTextBlock through the decorator. For example, if you set 1.5 for lineheight, an empty space equal to 50% of the widget’s height will be created. This is a logical limitation in text processing. I decided to work around it by using SVerticalBox, using many of SRichTextBlock, and putting widgets in between them. more ...
Published:
Wed, May 15, 2024 2:47 am
Information related to the tag 'BPPFRDevRecord' on Hyaniner.com
Classified yet. more ...
A record of worry about whether to split the case of multiple self-pins into cases that support arrays and cases that do not, in the Blueprint plugin of Unreal.
Based on engine version 5.4 MultipleSelfs is decided by virtual bool AllowMultipleSelfs(bool bInputAsArray) in the UK2Node. The only place where it is actually used is UK2Node_CallFunction::AllowMultipleSelfs. The parameter bInputAsArray is passing whether or not an array is input, but this parameter is not currently used inside the function. The below is the body of UK2Node_CallFunction::AllowMultipleSelfs. Copy 1 2 3 4 5 6 7 8 9 bool UK2Node_CallFunction::AllowMultipleSelfs(bool bInputAsArray) const { if (UFunction* Function = GetTargetFunction()) { return CanFunctionSupportMultipleTargets(Function); } return Super::AllowMultipleSelfs(bInputAsArray); } Therefore, currently, MultipleSelfs pins support both arrays and two or more single pins. more ...
Published:
Thu, May 9, 2024 3:48 pm
Recent developments report
The path to making this table was very hard, long, and painful for me. Anyway, I did make it. more ...
Published:
Thu, May 9, 2024 3:38 pm
Information related to the tag 'I just wanted to show it off.' on Hyaniner.com
I thought that I needed this to me. This is because the hormones in your brain are heavily skewed toward pessimism. more ...
Published:
Thu, May 9, 2024 1:32 pm
The list of posts about the comment system considering ActivityPub or Mastodon in Hugo or other static sites, that I searched on the web.
I looked at the mastodon and realized I hadn’t record this down. If you know other good resource, please tell me! more ...
Published:
Wed, May 8, 2024 0:09 am
Debugging record about STextBlock::SetTextStyle() not working after construction and the warning that I want to tell myself.
Problem In Unreal Engine 5.4, After contruction of STextBlock widget, if we call STextBlock::SetTextStyle(), it does not work. On the other hand, if SimpleTextMode of STextBlock is set to true, STextBlock::SetTextStyle() works. more ...
Published:
Tue, May 7, 2024 3:14 am
Memo about when using Unreal Engine's SRichTextBlock, it does not work properly if there is a linebreak character ( ) in the hyperlink.
Workaround: Sets the same hyperlink to the text before and after the linebreak character. But, if I do like this, the mouse hover reaction works separately. Aaaa… more ...
Published:
Tue, May 7, 2024 3:08 am
Information related to the tag 'SRichTextBlock' on Hyaniner.com
Love and hate Like other powerful features of Unreal Engine, it sometimes makes me sad. more ...
How to apply highly saturated colors at BorderBackgroundColor of SBorder in Unreal Editor
Copy 1 2 3 SNew(SBorder) .BorderImage(FAppStyle::GetBrush("PlainBorder")) .BorderBackgroundColor(SomeColor) I wanted to note these names of brushes. more ...