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
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.
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
Requirements: In order to start with the tutorials, you will need the following software and hardware. As I have mentioned in my previous post, for the most part, the tutorials can be followed with the VR set-up but if your intention is to make a game for VR then you can follow the tutorials exactly. … Continue reading Create VR Project
In this post I will outline the process of creating a GIT repository on Bitbucket service and SourceTree for the GUI. I have used bitbucket for several years now and have always loved it since it gives the option of creating private repositories with a free account. It is not absolutely neccessay to use bitbucket / … Continue reading Setting Unreal Engine 4 GIT Repository
Unreal Engine, C++ based game development tutorial that starts from scratch.
In this post we will look at loading a texture and applying to the quad that we created in the previous post. The steps involved in this are: Load the texture as an image. Set up OpenGL to use our texture. Modify the Shader for Texture Mapping. Bind the Texture to GPU. Drawing the Quad … Continue reading Texturing the quad
In our previous post we wrote the shaders that will be required to display our first quad using OpenGL on our iOS device. Our next step would be to compile and link the shaders so they are ready to be used within our program. In order to use our shaders we need a handle to the shader and … Continue reading Compile and Link Shaders