Scaleform gfx media player does not open
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#Scaleform gfx media player does not open how to#
Please see Custom UnrealScript Projects for information on how to add a new UnrealScript project if you are just starting out. It is associated with a SWF via the Movie property, which it can then receive events from and pass commands to as well as accessing elements within the associated UI. The GFxMoviePlayer class is the base class for all Scaleform UIs. The UnrealScript class below is what drives our Scaleform UI example. Once the import process is finished, the SWF and any images it contained should all be visible in the Content Browser.The default settings should work fine here. In the Import dialog, the Package, Group, and Name fields will all be filled in and grayed out.
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swf) and navigate to the location of your published. Change the file type filter on the file browser that appears to SWF Movie (.Open Unreal Editor, go to the Content Browser, and click the button.For this example, importing through the Content Browser will work fine. The published file will be placed alongside it by default.Īfter the scene has been published, you can import it into Unreal through the Content Browser inside of UnrealEd or by using the GFXIMPORT commandlet. swf ends up in the correct location is simply to save the actual Flash file (.fla) to the desired location initially. You can optionally have subfolders within this package folder that represent groups within the package. swf will be imported into and cannot be changed at import time. This folder corresponds directly to the package the. swf file should be located inside the \Flash directory within a folder with the name of the package you would like the. This happens automatically when you preview the scene using the Scaleform Launcher, but you can also publish it manually from the File menu by choosing File > Publish or by pressing Shift + F12. The first step is to publish the scene from within Flash to a. Once the scene is set up in Flash, it needs to be transferred to Unreal so it can be used in-game. Select the cursor movieclip and press F9 to open the ActionScript editor.This is then placed in a layer named Cursor that is just below the Actions layer, but above all other layers. The cursor movieclip is created by importing the cursor graphic to the stage and converting it to a MovieClip symbol. Add a movie clip to the scene that uses the cursor graphic and then add some ActionScript to it that sets the position of the cursor movie clip to the location of the mouse each update. Getting a cursor to display in a Scaleform UI is extremely simple. This property is enabled by default, but should be disabled for any objects UnrealScript does not need to be aware of. Any widgets you need access to inside of UnrealScript, should enable this property so that they get a WidgetInitialzed callback. In order to have UnrealScript notified of a CLIK widget, the enableInitCallback property must be enabled on the CLIK widget inside of Flash. For our purposes, access to these static labels is not needed however, if you were localizing the text in your menus, you would indeed want to be able to access those elements. In the example, every element has its InstanceName set even though not all of them are things we will need access to later on, most notably the three labels that go with the text input components. This is how elements inside the scene are identified and allows you to get references to the objects. The most important thing to keep in mind is that any object you want to be able to access inside of UnrealScript should have its InstanceName set to something unique. This isn't necessary, obviously it's just to show an example of how animation is handled. The scene consists of a background image, a label that displays a message, some fields for entering/displaying data, and two buttons to save the information or close the menu.Įach element besides the background image has been animated so that the elements move in from off-screen when the menu is opened. For more detailed documentation on working with Scaleform GFx in general, especially CLIK components, see the official Scaleform Documentation site. You can use the provided Flash file (download below) to follow along or use the information to create your own example. We will not go into setting up each element of the scene step by step, but we will overview how the scene is organized. The scene is set up entirely inside of Flash, which provides a fairly easy to use interface for placing, modifying, and animating elements.