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Unreal Plug-in Example

Prerequisites

  1. Unreal Engine 5.3.2 or 5.4.0
  2. Visual Studio 2022 a. Desktop development with C++ a. Game development with C++

Quick-start

  1. Clone this repository into the folder where you store your Unreal projects. By default, this is the Unreal Projects folder in the Documents folder.
  2. Create the ThirdParty folder in the Source folder in the repository folder.
  3. Create the LiveAwareLabs folder in the ThirdParty folder you created.
  4. Copy the contents of the Zip file given to you into the LiveAwareLabs folder you created. Ensure the relative path of the RecorderPlugin.h file is Source\ThirdParty\LiveAwareLabs\RecorderPlugin.h, similarly for the rest of the files.
  5. Right-click the UnrealPluginExample.uproject file and select Generate Visual Studio project files. On Windows 11, you will need to first select Show more options.
  6. Double-click the UnrealPluginExample.sln file. Visual Studio will open.
  7. Press F5. This will build the project and run the Unreal editor.

Press the button to exercise the plug-in. If the Live Aware Desktop Recorder is not running, it will start.

Installation

  1. Perform steps 2, 3, and 4 above for your Unreal project.
  2. Add the following lines to your .Build.cs file.
     	PublicAdditionalLibraries.Add(Path.Combine(ModuleDirectory, "..", "ThirdParty", "LiveAwareLabs", "recorder-unreal-plugin.lib"));
     	PublicIncludePaths.Add(Path.Combine(ModuleDirectory, "..", "ThirdParty", "LiveAwareLabs"));
    
  3. Include the plug-in's header file with #include <RecorderPlugin.h> in your code that will use the plug-in.

If Visual Studio complains it cannot find that header file, add $(ProjectDir)Source\ThirdParty\LiveAwareLabs to the Include Directories field of the VC++ Directories section of the Properties dialog of the UnrealPluginExample project in the Games solution folder. Note that since Unreal created these project files, you will need to perform this step again if you regenerate the Visual Studio project files as described in step 4. Your project will build without this change since the Unreal build system relies on your .Build.cs file.

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