TouchDesigner / TouchEngine-UE

The TouchEngine-UE plugin allows UE developers to load TouchDesigner components within UE while relying on the TouchEngine API.
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Updating a details panel property sometimes doesn't register #111

Closed jetXS closed 2 years ago

jetXS commented 3 years ago

Use Sample 09 to reproduce. "Unfold" The center property, try to update one of it's members using the mouse / arrow it will only register and pass the change to TouchEngine when the mouse is released

image

ddthejj commented 3 years ago

I'm pretty sure this was working before, but as of now I can't tell why this functionality has reverted (it could have been due to an engine upgrade). The top row of variables is working correctly, but the drop down menu variables are not. The code called from these different places is exactly the same on my end, though it is probably different in the back end. I'm going to make a UDN post about this issue, but I don't have high hopes that it will be solved any time soon.

Additionally, this is only a problem when the user is dragging the slider, and functions correctly when the user lets the slider go or if the user simply uses the top row of variables. This could probably go into the final product unfixed and not be noticed by a majority of users.

ddthejj commented 3 years ago

https://udn.unrealengine.com/s/question/0D54z00007JU38YCAT/difference-between-details-panel-vector-header-vs-children-values

Question asked here

ddthejj commented 2 years ago

This issue can be fixed, but only with an engine change - waiting on response from epic with issue ticket

jetXS commented 2 years ago

Any update from Epic ?

ddthejj commented 2 years ago

Any update from Epic ?

None - I just bumped the issue, hopefully can get a response soon

ddthejj commented 2 years ago

This change will be integrated into Unreal Engine 5.0 - I presume this means it won't be fixed in 4 at all :/

jetXS commented 2 years ago

Let's revisit w/ UE5 / put it on hold for now then, thanks

jetXS commented 2 years ago

This is fixed in UE5.