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General UE4 information and experiences
Thomas edited this page Jun 29, 2015
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Visual Studio
- Use Virtual Assist as a code hightlighting and auto-completion tool => it's WAY(!) faster than the built-in IntelliSense
- Don't commit visual studio projects into repository, just let Unreal create the project for each of your individual machines. To create the visual studio project either right click your "*.uproject" file and choose "Create visual studio project files" or use the entry of Unreal Engine Editor's "File" menu.
Unreal Editor
- Always use the "Compile" button of the Editor (instead of Visual Studio) to compile your C++ code. It's fast and the log is better.
- Some new blueprint-relevant changes in C++ might not appear directly after recompiling => Unreal Editor needs a restart.
- If you desire to migrate a project to a newer version of Unreal Engine, just open your project with the desired new version. Unreal will offer you to create and open a copy of the project in order to prevent damage. In most cases the automatic conversion to a newer version will work. However if it does not, it's still no problem, since the copy can be used to adapt the project to the new version while the original version still exists. When using plugins (like UnrealMe does use Kinect4Unreal) you need to make sure to use plugin versions supporting the engine version.
Unreal Engine 4.8.x
Right now Unreal Engine 4.8.x has a compilation issue with precompiled plugins (like Kinect4Unreal) which are stored in a project plugins folder. Therefore, if this project shall be used with Unreal Engine 4.8.x the following workaround is needed right now:
- Remove the Kinect4Unreal plugin folder from the project's plugins folder.
- Download the Kinect4Unreal version for Unreal Engine 4.8.x here: http://www.opaquemultimedia.com/download-k4u
- Put the plugin into the engine's plugins folder (e.g: ".../Epic Games/4.8/Engine/Plugins") - now the conversion of the project shouldn't fail and therefore it should compile and the editor should start.
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Introduction
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Requirements & Approach
- Hard- & Software Setup
3.1 Tracking
3.2 Display
- Implementation
4.1 Core Application
4.2 Embodiment
4.3 Calibration (tbd)
- Tutorials
5.1 Useful links
5.2 General UE4 information/experiences
5.3 Connecting and using a tracking device
5.4 Basic Kinect Demo
5.5 Linking static and dynamic C++ libraries
5.6 Joint IDs
- Future potential