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Displaying Flash content on Dynamic 2D-Map Texture Type fails! #312

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VascotiaStudios opened this Issue Oct 6, 2017 · 12 comments

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VascotiaStudios commented Oct 6, 2017

OS : Windows 10
Build : 164 as shipped.
Version Number : 5.4

  • While trying to display flash content on a plane (HUD planes) using the Dynamic 2D-Map Texture Type in the Material Editor it does not work, tested on both templates and the GameSDK. I typed in the UIElement into the Diffuse slot with the .UI extension as previously used in CRYENGINE.

https://i.imgur.com/V5galIH.jpg

Both my GFX file and UI Element are in the correct directory position. GFX is in Libs\UI and the UIElement XML file is in Libs\UI\UIElement. I am using the Illum Shader.

This procedure worked fine with 3.8.6 but seems broken in CRYENGINE 5.

@ZephSolaris

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ZephSolaris commented Oct 13, 2017

The particular warning you are getting comes from the engine expecting a .dds file, but having a .ui file provided. Try removing the .ui from the string.

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VascotiaStudios commented Oct 13, 2017

You don't supply a DDS file there when dealing with Scaleform and Dynamic 2D-Map Texture Type.

The .UI extension points to the UIElement XML file under Libs\UI\UIElements folder. Also according to the docs you need to use the .UI extension even though you have a XML file on disk for it to work with Dynamic 2D-Map Texture Type. The UIElement points to a correct .GFX file under Libs\UI, which again has a .DDS file exported and loaded by the engine.

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ZephSolaris commented Oct 13, 2017

I am well aware of that, but the material editor is expecting a dds file, and thus your problem. Without Sandbox source code there is nothing the community can do about this. The error message comes from CImage.cpp. Best case is that the drop-down menu where you select Dynamic Texture from is just mapped to the wrong class and a simple change can get this fixed. It is a mystery how Sandbox processes user input within the material editor right now. I was hoping that it would have found its way to the dynamic texture class without the .ui extension but that was not the case.

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VascotiaStudios commented Oct 16, 2017

Well hopefully Crytek can look into this issue.

@uniflare

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uniflare commented Oct 28, 2017

The engine seems to correctly setup the render target etc but doesn't render the texture.
It does indeed seem broken. Perhaps a bi-product of the new renderer pipeline.

The method works fine in 5.3.

Should note;
The texture generated is shown upon starting the game launcher, and closing the game launcher in the top left of the window. It seems the texture is not being mapped to the object from what I can tell.

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sunnlok commented Nov 13, 2017

Did you cycle through the render targets and look if its actually rendered?

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uniflare commented Nov 16, 2017

When using the cvar to display dynamic textures on screen, it was not shown.
It did show when I used the same cvar on 5.3.

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Cry-Support commented Jan 5, 2018

The issue we discussed in the Meeting about the Community problem. Thank you [~theodor]

Jira Comment ID: 75358

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Cry-Support commented Jan 5, 2018

Hi VascotiaStudios,

thanks for your submission. Your issue has been added to our internal tracker and we are currently looking into it. This might take a while, so relax and sit back while we tackle this bug. Please comment here if you have any additional information at any given point.

Kind regards
CrySupport

Jira Comment ID: 75362

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BowlmasterEU commented Oct 18, 2018

After 1 Year any News about this???

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VascotiaStudios commented Oct 19, 2018

Has there been a change with this? I did post this over a year ago? I kinda need this function to work for my game.

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Cry-Flare commented Feb 12, 2019

Closing as the intended functionality is to now use the Entity:FlashInvoke Flow Node with the method set as vPlay. You can also set the method to vStop to pause updates of the flash material. In this way you have more control over the performance cost.

@Cry-Flare Cry-Flare closed this Feb 12, 2019

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