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Merged PR 1483: Remaining fixes / updates for UXT on UE5
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# Summary
* Fix assert hit when grabbing objects in the manipulator scene
    * Calling `Spawn Sound at Location` now causes a new `AudioComponent` to be added to the parent actor, which causes the component array to be updated while we are iterating it to dispatch UXT events
* Fixed Z-fighing on some of the tooltips in the TooltipExample scene
* Re-saved `BP_NearMenuBase`, `BP_ToggleFeaturesPanel`, `BP_ToggleFeaturesPanelWithTrackedGeom` and all of the example levels to mostly mitigate the unresponsive home button issue
    * Not completely fixed, I can now only get it to repro in the ManipulatorExample scene after a PC reboot
    * I tried re-creating everything in the ToggleFeaturesPanel hierarchy but saw the same issue, I think it's an engine bug around blueprint inheritance and child actor components
    * Not a major issue as it only repros occasionally in PIE/Remoting. I have been unable to get it to occur on device
* Updated the nuspecs to UE5

Related work items: #1568, #2362
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Carl McCaffrey authored and Carl McCaffrey committed Sep 30, 2022
1 parent 8afc33d commit 89f04fe
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2 changes: 1 addition & 1 deletion Docs/Installation.md
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Expand Up @@ -17,7 +17,7 @@ Before getting started with UX Tools, make sure that you have [installed the req
## Getting the prebuilt plugin

If you just want to add UXT to your game project, the quickest way is through the packaged plugin provided in the release page:
1. Download the packaged plugin zip from the [latest release](https://github.com/microsoft/MixedReality-UXTools-Unreal/releases) page (e.g. _UXTools.0.12.1-UE4.27.zip_).
1. Download the packaged plugin zip from the [latest release](https://github.com/microsoft/MixedReality-UXTools-Unreal/releases) page (e.g. _UXTools.0.12.1-UE5.0.zip_).
1. Unzip the file directly into your project's _Plugins_ folder. The _Plugins_ folder should be located at the root of your project, where the _.uproject_ file is. Create it if it doesn't exist.
1. Make sure your game project is a code one, as opposed to blueprint-only, if you are planning to package it for HoloLens. Otherwise UE will fail to package it because it can't build the plugin sources.
1. Open your project and enable the _UX Tools_ plugin in the plugins menu.
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2 changes: 1 addition & 1 deletion Docs/ReleaseNotes.md
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Expand Up @@ -20,7 +20,7 @@ This release of the UX Tools has been tested on HoloLens 2 and Windows Mixed Rea
- Oculus
- Steam VR

Unreal 4.27 required.
Unreal 5.0 required.

This is an incremental hotfix release. Please review changes in [0.12.0 Release Notes](https://microsoft.github.io/MixedReality-UXTools-Unreal/version/public/0.12.x/Docs/ReleaseNotes.html) for information regarding changes introduced in the major UX Tools version.

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2 changes: 1 addition & 1 deletion README.md
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Expand Up @@ -25,7 +25,7 @@ If you're already familiar with Mixed Reality development in Unreal, you can fin

# Required software

| [![Utilities](Docs/Images/Windows-Logo.png)](https://developer.microsoft.com/windows/downloads/windows-10-sdk) <br> [Windows SDK 18362+](https://developer.microsoft.com/windows/downloads/windows-10-sdk)| [![Unreal](Docs/Images/Unreal-Logo.png)](https://www.unrealengine.com/get-now) <br> [Unreal 4.27.0+](https://www.unrealengine.com/get-now)| [![Visual Studio 2019](Docs/Images/VS-Logo.png)](http://dev.windows.com/downloads) <br> [Visual Studio 2019](http://dev.windows.com/downloads)|
| [![Utilities](Docs/Images/Windows-Logo.png)](https://developer.microsoft.com/windows/downloads/windows-10-sdk) <br> [Windows SDK 18362+](https://developer.microsoft.com/windows/downloads/windows-10-sdk)| [![Unreal](Docs/Images/Unreal-Logo.png)](https://www.unrealengine.com/get-now) <br> [Unreal 5.0.0+](https://www.unrealengine.com/get-now)| [![Visual Studio 2019](Docs/Images/VS-Logo.png)](http://dev.windows.com/downloads) <br> [Visual Studio 2019](http://dev.windows.com/downloads)|
| :--- | :--- | :--- |
| To build apps with MRTK-Unreal and UX Tools, you need the Windows 10 May 2019 Update SDK | The Unreal Engine provides support for building Mixed Reality projects in Windows 10 | Visual Studio is used for code editing |

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2 changes: 1 addition & 1 deletion Tools/DocGen/web/version.js
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@@ -1,7 +1,7 @@
function createDropdown()
{
// configurable values:
var defaultTitle = "public/0.12.x-UE4.27"; // title in the dropdown for the root version of the docs - alternatively put a version from the version array as a default
var defaultTitle = "public/0.12.x-UE5.0"; // title in the dropdown for the root version of the docs - alternatively put a version from the version array as a default
var versionArray = ["public/0.8.x", "public/0.9.x", "public/0.10.x", "public/0.11.x", "public/0.12.x", "public/0.12.x-UE4.27", "public/0.12.x-UE5.0"]; // list of all versions in the version folder

var ignoreDefaultInVersionFolder = true;
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4 changes: 2 additions & 2 deletions UXTools.nuspec
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Expand Up @@ -6,13 +6,13 @@
-->
<package xmlns="http://schemas.microsoft.com/packaging/2010/07/nuspec.xsd">
<metadata>
<id>UXTools-UE4.27.0</id>
<id>UXTools-UE5.0.0</id>
<title>Mixed Reality UX Tools</title>
<description>Set of tools and utilities to add interactivity to mixed reality applications.</description>
<version>0.12.1</version>
<authors>Microsoft</authors>
<projectUrl>https://github.com/microsoft/MixedReality-UXTools-Unreal</projectUrl>
<releaseNotes>https://microsoft.github.io/MixedReality-UXTools-Unreal/version/public/0.12.x-UE4.27/Docs/ReleaseNotes.html</releaseNotes>
<releaseNotes>https://microsoft.github.io/MixedReality-UXTools-Unreal/version/public/0.12.x-UE5.0/Docs/ReleaseNotes.html</releaseNotes>
<license type="expression">MIT</license>
<copyright>Copyright (c) Microsoft Corporation. All rights reserved.</copyright>
<icon>native/Resources/Icon128.png</icon>
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6 changes: 3 additions & 3 deletions UXToolsExamples.nuspec
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Expand Up @@ -6,19 +6,19 @@
-->
<package xmlns="http://schemas.microsoft.com/packaging/2010/07/nuspec.xsd">
<metadata>
<id>UXToolsExamples-UE4.27.0</id>
<id>UXToolsExamples-UE5.0.0</id>
<title>Mixed Reality UX Tools Examples</title>
<description>Example usage of Mixed Reality UX Tools.</description>
<version>0.12.1</version>
<authors>Microsoft</authors>
<projectUrl>https://github.com/microsoft/MixedReality-UXTools-Unreal</projectUrl>
<releaseNotes>https://microsoft.github.io/MixedReality-UXTools-Unreal/version/public/0.12.x-UE4.27/Docs/ReleaseNotes.html</releaseNotes>
<releaseNotes>https://microsoft.github.io/MixedReality-UXTools-Unreal/version/public/0.12.x-UE5.0/Docs/ReleaseNotes.html</releaseNotes>
<license type="expression">MIT</license>
<copyright>Copyright (c) Microsoft Corporation. All rights reserved.</copyright>
<icon>native/Resources/Icon128.png</icon>
<tags>HoloLens2 Examples</tags>
<dependencies>
<dependency id="UXTools-UE4.27.0" version="[0.12.1]" />
<dependency id="UXTools-UE5.0.0" version="[0.12.1]" />
</dependencies>
</metadata>
<files>
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Expand Up @@ -155,12 +155,18 @@ void UUxtInputSubsystem::ExecuteHierarchy(UPrimitiveComponent* Target, const Fun
{
if (Target && Target->GetOwner())
{
for (UActorComponent* Child : Target->GetOwner()->GetComponents())
TArray<UActorComponent*> ComponentsToUpdate;
for (UActorComponent* Component : Target->GetOwner()->GetComponents())
{
if (Child->Implements<HandlerType>() && CanHandle<HandlerType>(Child, Target) && !Handled.Contains(Child))
if (Component->Implements<HandlerType>() && CanHandle<HandlerType>(Component, Target) && !Handled.Contains(Component))
{
Callback(Child);
ComponentsToUpdate.Add(Component);
}
}

for (UActorComponent* Component : ComponentsToUpdate)
{
Callback(Component);
}
}
}
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