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Simple Setup (Windows 64 Bit)

Aaron Shea edited this page Jul 25, 2015 · 4 revisions

Welcome! Thanks for trying out BLUI!

This will show you how to prepare your project for BLUI and your editor.

Let's get started!

Create a new project

Create a new C++ project to get started, you can also use an existing C++ based project or project that has had code added to it.

Then open the directory that contains your project. Using the "Show in Folder" context option.

Ensure you have a Plugins folder! If not, just make one.

Now you need to grab the latest release of BLUI form the Releases Page!

And copy the BLUI folder in the zip archive into your project's Plugins Directory

You must now REGENERATE your Visual Studio project file either form within the editor or from the windows context menu

C++ Requirements

We have to make some modifications to your project's C++ source code. Firstly, open up your Visual Studio project and locate your Build.cs file.

Add the line


The file should look like the image above.

And that's it! Build your solution and we can move on!

Running the Update Loop

As of release 2.1 you no longer need to modify ANY C++ to make CEF update!

Simply open up your level blueprint, and add the following nodes:

That's it! -- Always ensure these nodes are in each level blueprint (ie: when you make a new level)

Example HUD

The BLUI release package comes with an ExampleHUD blueprint file. Go ahead and copy that over into your content directory:

BLUI requires you have at least once ONE material that it can work with. So go ahead and create a new material in your content browser.

You have do add a Param2D node, and set it as the base color. The name of the parameter has to be BluTexture

See below:

Using ExampleHUD

Open up the ExampleHUD blueprint in editor, and take a look at the event graph. Example HUD is already wired up to work with mouse and keyboard input from the UMG widget. It's recommended you start out using Example HUD until you get more familiar with BLUI.

We have to tell ExampleHUD which material to use, so select it under the Set Base Material node:

Next, set the default URL to something of your choice!

Save and compile the ExampleHUD blueprint.

Let's open up the level blueprint and add a new instance of ExampleHUD to the viewport...

Now, run the game in editor, and see the magic happen!

Power to stand out!

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