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So, I'm more of a video game programmer familiar mainly with Unreal specific C++ tasks and haven't really jumped into a whole lot of programming outside of that (tinkering here and there). I wanted to mess around with pulling piper into unreal. Out of curiosity is there any tips or ideas that can be given to me about what would be the best approach.
I have a few ideas to go off of from initial searches. But basically I find there are two options... maybe more?
Grab the cpp src from the src folder and pull it into unreal as a plugin and compile it that way with unreal signed functions calling the piper functions.
or
Getting the precompiled DLLs and Lib ect and load them into my existing classes... But I'm not super familiar with that process and from what I have read requires me to know the existing function calls ect.
If someone has some input for either approach that would be great. For ease, it makes more sense to me to grab all the DLLs and folders that piper requires to run already and call them through some other custom class I make inside of unreal... but again I am not really familiar with that approach.
Thanks and great Job on making such a neat piece of software!
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So, I'm more of a video game programmer familiar mainly with Unreal specific C++ tasks and haven't really jumped into a whole lot of programming outside of that (tinkering here and there). I wanted to mess around with pulling piper into unreal. Out of curiosity is there any tips or ideas that can be given to me about what would be the best approach.
I have a few ideas to go off of from initial searches. But basically I find there are two options... maybe more?
or
If someone has some input for either approach that would be great. For ease, it makes more sense to me to grab all the DLLs and folders that piper requires to run already and call them through some other custom class I make inside of unreal... but again I am not really familiar with that approach.
Thanks and great Job on making such a neat piece of software!
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