This week, I’m wrapping up a UE4 plugin for Chroma
Next step, I’ll be making a
[Custom Asset Type] on [tgraupmann].
The ForceFeedbackEffect has a hover animation that when clicked plays the animation which is what I want to do for Chroma. “Play selected force feedback effect” from
[Setting up AssetTypeActions]
Next step customizing the details window.
So you'll want to create an IDetailCustomization-derived class and implement that interface and register/unregister it in your plugin module's startup/shutdown logic
As for how to implement that interface, lot of stuff to cover there.
You'll implement CustomizeDetails, which has a IDetailLayoutBuilder parameter.
Go to Editor Preferences, all settings, search "Localization Dashboard" and check the box.
Then go to Window -> Localization Dashboard (under Experimental), from the top-level menus.
[Customizing Details Panels]
[Slate Example Widgets]
Back to making an Unreal Plugin.
First get the
[UE4 Engine Source].
git clone -b 4.16 https://github.com/EpicGames/UnrealEngine
Created a C++ project and BP plugin –
C++ Chroma Reference:
[RazerChromaSampleApplication] originally from [Chroma Downloads]
Good example of using Chroma and DLL loading in UE4 –
Previous UE4 plugin I made for reference:
REST support @todo later.
I’m using a
[custom version of Swagger] which should be able to generate a C++ client. Swagger requires that [Maven] be in the environment path.
[Swagger Definition Files]
[CppRestChroma] to make sure REST works in an isolated project.
[Microsoft/cpprestsdk] has the C++ bits to do REST and JSON.
It looks like the existing Unreal build system can include JS files.
I’m looking to raise the max framerate on
[Unity] and [Unreal].
To create a UI in Unreal, use `Add New->User Interface->Widget Blueprint`. Use the `Level Blueprint` to create the widget and add to the viewport.
[Odin] is UE4 Plugin that can save an entire blueprint sheet to disk at full resolution.
I created a UE4 Plugin for the Razer SDK. The build process doesn’t support the AAR format yet, so the plugin uses the JAR format.
[UE4 Plugin Razer SDK]
A leader in the development community, Nick is the founder of
[Unreal Slackers], the largest Unreal Engine [discord channel] where more than 2,000 developers trade ideas and support each other.
[Unreal 4.12 Released] with a HUGE list of updated features and bug fixes.
I created another
[pull request] to add a feature to UE4. This adds an Android input hook for UE4 plugins for a chance to remap controller input. I also added a UE4 plugin test project [UnrealEngine_AndroidInputRemap] to verify that the changes work as expected. [How to handle JAR files in UE4] is a topic that comes up on the community forums.
I created a
[pull request] to add a feature to UE4. This adds a hook for UE4 plugins for a chance to get the JNI_OnLoad event more easily. I also added a UE4 plugin test project [UnrealEngine_JNI_OnLoad] to verify that the changes work as expected. [How to handle JAR files in UE4] is a topic that comes up on the community forums.