Category: Unreal
UE4 Chroma SDK: Play Composite Animations From Content Folder
UE4 Chroma SDK: Import Animation From Unity
UE4 Chroma SDK: Import Runtime and Editor Modules
Unreal Engine 4.17 Released
UE4 ChromaSDK Plugin Update – Import Images / Animations
C++ Extending the Editor | Live Training | Unreal Engine
UE4 Plugin for Chroma
This week, I’m wrapping up a UE4 plugin for Chroma [UE4ChromaSDK].
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
[AssetTypeActions_ForceFeedbackEffect.h]
[AssetTypeActions_ForceFeedbackEffect.cpp]
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.
Example: [LocalizationDashboard]
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.
Unreal Revisited
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 – [UE4ChromaSDK]
C++ Chroma Reference: [RazerChromaSampleApplication] originally from [Chroma Downloads]
Good example of using Chroma and DLL loading in UE4 – [Blinken]
Previous UE4 plugin I made for reference: [ue4-plugin-razer-sdk]
Reference: [UE4 Variables]
Reference: [UE4 Enums]
Reference: [RzChromaSDKTypes.h]
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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.
Here’s the [Swagger Definition Files]
I’ll use [CppRestChroma] to make sure REST works in an isolated project.
[Microsoft/cpprestsdk] has the C++ bits to do REST and JSON.
UE4: Winter Environment Creation – Tips & Tricks
UE4: Forest Shrine – Working with Trees and Lights
State of Unreal | GDC 2017 | Unreal Engine
Unreal Engine 4: How to Develop Your First Two Games
Unreal: Built-in JS Support
It looks like the existing Unreal build system can include JS files.
ModuleRules: [HTML5JS.Build.cs]
Sample JS: [HTML5JavaScriptFx.js]
C++ hooks: [HTML5JavaScriptFx.h]
Unreal: Speech Plugins
I created repositories to hold some new Unreal projects.
Documentation: [UnrealHTML5SpeechDetection] [private repo]
Research:
Default Local Build: [localhost:8000]
[Unreal: HTML5 – Getting Started]
[How to reduce HTML5 package size?]
Files Required for Final Deployment ----------------------------------- *.js.gz - compressed JavaScript files. *.data - compressed game content. *.mem - compressed memory initialization file. *.html - uncompressed landing page. *.symbols - uncompressed symbols, if necessary.
[HTML5: Call C++ UFUNCTION from Webpage via JavaScript]
[HTML5Platform.Automation.cs] includes [GameX.html.template]
[Connecting C++ and HTML5] [info]
Video: [Getting started with Emscripten – Transpiling C / C++ to JavaScript / HTML5]
Issues:
Pull Request: [Add support for including project and plugin JS]
Unreal: Taking UE4 to Mars
Android Max FPS
Unreal: Create UI Widget
Unreal: Ark Dev Kit Tutorial 1 – Making your first map!
Unreal Engine 4 – Learn to Make a Game Prototype in UE4
[Unreal Engine 4 – Learn to Make a Game Prototype in UE4] is on sale now through January 10th for just $10.