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The plugin itself cares only about the compiled assemblies that you feed to it, the structure of the project is up to you. You have to keep in mind that only one
Yes, absolutely.
The building pipeline is entirely up to you. The plugin needs only assemblies of your project.
You have to do some quick tests for this one. I don't know, unfortunately.
Only desktop platforms are supported at the moment and primarily Windows. Unreal itself doesn't work well on, say, Linux, from my experience. Speaking of your question using Unreal only as UI, I think the biggest problem is interoperability with managed code from widgets and so on. The built-in blueprints of the plugin are not flexible enough for that. Widgets API itself is not exposed because it's tied to #33. On top of this, the plugin is in the preview stage. It has weak spots due to limitations on both sides .NET and Unreal Engine. In future, it will get better, but as a middleware plugin, I'm at the mercy of Microsoft and Epic. |
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Hello.
This might be a really newbie question but I wanted to be sure how UnrealCLR integration works before we dive any further.
We have a game, which works entirely in C# (and old version of Mogre engine) and .NET. All the logic is contained within number of different projects referencing each other. The current engine is initiated within the UI project (standard WinForm project) and hence we have full control over every aspect of the game.
We would like to start working on a port and we are seriously considering Unreal and UnrealCLR. How much would we need to change?
I watched number of videos of UnrealCLR integration but those are rather very small projects and they also do not show how it would work with entire business layer projects.
To narrow it down, I am listing several questions but any information beside these is highly appreciated, too.
If there are any links where these questions are already answered, please share them with me. I was searching for them but all I found were very broad and simple projects and answers.
Thank you!
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