
In Windows Explorer, find the folder where the version of the Unreal Engine that is associated with the project is installed. To successfully package a project with the LiveLinkViconDataStream plugin, you must move it from the folder where Unreal Engine is installed to the project Plugins folder. Use either the second or third method described in Create a Live Link source. Set up Live Link for packaged source creation For Evoke: Stream from Vicon Evoke For Shogun: Stream from Vicon Shogun For Tracker: Stream from Vicon Tracker The animation blueprint has been set up with Live Link, and animation is streaming to the skeleton. The correct FBX has been imported for the subject. The Vicon Live Link plugin is installed and set up correctly. Vicon software is set up and streaming the subject/object. Latest Version of Visual Studio 2019 with these modules installed:Įnsure the project is set up and ready to package, with animation data already streaming through Live Link. Latest version ( 1.4.2 or later) of the Vicon LiveLink Unreal Engine plugin installed on the Unreal Engine PC (see Install and set up the LiveLink plugin). 1 x PC with Vicon software with a subject/object ready to stream. Using System using System.Before you begin packaging a project, ensure the following requirements are met: To integrate this library, you need to add its path to PublicAdditionalLibraries in your build.cs: Let’s say you have a Windows 圆4 static library named lib_win64_example.lib. win64, linux, ios, etc) located in the PLUGIN_EXAMPLE/Source/ThirdParty/ directory. The examples below use a plugin named PLUGIN_EXAMPLE and a third party library named lib_example (where is the name of the platform, e.g. For example, a library built for x32 architecture will not be compatible with 圆4 architecture Before the implementation # PlatformĪlso keep in mind that the library depends on your architecture. To briefly understand what your library suits for, you can use the following table. All build related code must be in the appropriate build.cs file of your module (in your project or plugin source code). Unreal Engine has built-in tool called UBT (UnrealBuildTool) to manage the build process. It follows that the static library is faster, but the dynamic library takes up less memory.ĭynamic library can also contain an import library which is intended to be statically linked to resolve external references to exported dynamic library functions. But the process of dynamic linking takes some time.
Static linking assumes that the library code is built into the final block of code, unlike dynamic linking.
A dynamic (or shared) library, on the other hand, is dynamically linked and available at runtime.
A static library is statically linked to a program and is available at compile time.There are two main types of libraries: Static and Dynamic (also called Shared).