UE4 Plugin Getting Started

Depending on whether you are using UE4 via the Launcher or via GitHub and building from source, this guide will address both scenarios.

UE4 from GitHub

This is the simplest approach, and only requires a few steps:

  • Clone or download the zip of the VICODynamics Plugin branch you’d like to use and place it in [UE4 Root]/Engine/Plugins/VICODynamicsPlugin

The contents of the repository go into the VICODynamicsPlugin folder, this is important.

  • Run GenerateProjectFiles.bat or GenerateProjectFiles.sh, depending on your OS.
  • Once that is complete, open UE4.sln in Visual Studio or UE4.xcworkspace in Xcode and perform a build on UE4.
  • Continue below at Using the Plugin.

UE4 from the Launcher

This takes a few more steps depending on your project, whether it is Blueprint-only or has C++ classes. NOTE: You will need to repeat these steps for every project you’d like to use VICODynamics in!

  • If you have a Blueprint-only Project, you will need to open it in the UE4 Editor and add a blank C++ class. It can by of any type and you can name it anything you’d like. For example: DummyClass. Close the Editor before continuing. If you have a C++ project, you are all set! Jump to the next step.
  • Clone or download the zip of the VICODynamics Plugin branch you’d like to use and place it in [YourAwesomeProject]/Plugins/VICODynamicsPlugin

The contents of the repository go into the VICODynamicsPlugin folder, this is important.

  • In your Project folder, right click the project file and select Generate Visual Studio project files on Windows and on Mac select Services followed by Generate project files.
  • Once that is complete, open [YourAwesomeProject].sln in Visual Studio or [YourAwesomeProject].xcworkspace in Xcode and perform a build.
  • Continue below at Using the Plugin.

Using the Plugin

To get started, simply create an Actor Blueprint or put an Empty Actor into the level and add one of the VD prefixed components. For example, add VDRope to create a rope or cable.

For details on each component, see Component Details.

  • Saturday, 24 September 2016

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