Introduction This post is a part of the tutorial series in which we are taking a look at creating a C++ plugin that will be cross-compatible with both Unreal Engine as well as Unity3D. We have completed two parts of the series so far where we have set up the plugin to have delegates that … Continue reading Set Up SQLite in C++ Plugin For UE4 and Unity3D – Part 1
This post is a continuation of the series where we are looking into creating a C++ plugin that is meant to store data in SQLite3 database for both Unity3D and Unreal Engine 4. In the previous post, we have set up the plugin DLL such that we can register a delegate that can be invoked … Continue reading Displaying Logs: Unreal Engine 4
Introduction and Use Case: In the first part of this series, we have implemented a basic function in C++ that can be called from Unity3D or from Unreal Engine 4. Through this simple function, we have seen how to send arguments to the plugin and also to get the return value back into unity. This … Continue reading Displaying Logs: Setting up C++ plugin for Delegates in Unity3D and UE4
In the previous post, we created a simple plugin in C++ that we exported into a DLL. This DLL plugin takes 2 integers and adds them together and returns the sum back. In this post, we will import the DLL from the plugin project into a new UE4 project and access its functionality. Project Set-Up: … Continue reading Import C++ Plugin into Unreal Engine 4
In this post, we will import the C++ plugin into a new Unity3D project and access the functionality.
In this post we will create a basic C++ project, compile a simple function into a DLL.
In the last part of the tutorial series, we will look at adding code for input handling on the rift's motion controller. As with the other parts of the tutorial series, this part builds on top of what we have already achieved in the previous parts. To recap, we have created the player pawn using … Continue reading Motion Controller Input for Player Pawn
In this part of the tutorial series, we will set up the animation controller for the hands that we imported in the previous post. We will set up the animation blueprint so that we can easily add in the input functionality from the motion controllers to do the grab action on the hand when the … Continue reading Animation Blueprint For Motion Controller Hands
Let's finish up the series by adding hands from the VR template into our project and hooking them up to the player pawn that we have created. This way we can even look into the setting up the input from the Oculus controllers in the next tutorial. Importing the VR Hand Mesh and Animation: … Continue reading Adding Hand models To VR Motion Controllers
In this part of the tutorial, we will get the components set up for the Pawn pawn to have head and motion controller tracking. This is the second part of the tutorial. If you haven't read the first part please read through that. It covers the basics such as creating the C++ class for the pawn … Continue reading Creating the VR Player Pawn – Part 2