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Building a UE4 Plugin

Building a UE4 Plugin. FMOD STUDIO Case Study. Motivation – Why make a plugin?. Its easy Reuse common components Marketplace $$$. FMOD Studio. FMOD Studio. FMOD Studio. FMOD Studio. Industry leading audio middleware Easy and powerful authoring tools Free for indies ($100K or less).

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Building a UE4 Plugin

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  1. Building a UE4 Plugin FMOD STUDIO Case Study

  2. Motivation – Why make a plugin? • Its easy • Reuse common components • Marketplace • $$$

  3. FMOD Studio

  4. FMOD Studio

  5. FMOD Studio

  6. FMOD Studio • Industry leading audio middleware • Easy and powerful authoring tools • Free for indies ($100K or less)

  7. Unreal Integration • Previous UE3 Integration • Deep integration with engine code • Long time to development • UE4 Integration Plan • Basic version and iterate on it • Estimate 2 weeks for first version • Open questions • Can it be done as a pure plugin? • Content window/asset integration?

  8. Plugin Basics FMODStudio plugin FMOD Studio module FMOD Studio Editor module YourGame module Unreal 4 Engine UE4 XmlParser module UE4 Core module UE4 Slate module UE4 Android module

  9. Plugin Basics

  10. Plugin Basics

  11. Plugin Basics

  12. Plugin Basics

  13. Module Class • Macro to register module • Virtual functions when module loaded/unloaded

  14. Basic Asset Class

  15. Settings Class

  16. Settings Class

  17. Blueprints

  18. Blueprints

  19. Sound Banks .xml files FMOD Studio .bank files Cooked .pak .uassetfiles UE4

  20. Sound Banks • Choices • Bank with uasset and GUID references • Dummy uassets on disk • Dummy uassets in memory • Explode bank into individual files and import

  21. Sound Banks • Create dummy assets on demand in memory • The good: • Assets as first class citizens • They appear in the content window • Blueprints just work • The bad: • Not the recommended approach! • Serialized by name not Guid • Not read-only in content window, but they should be

  22. Sound Banks

  23. Deployment

  24. Deployment - names • Win64 plugin outputs: • UE4Editor-FMODStudio.dll • UE4Editor-FMODStudioEditor.dll • UE4Game-FMODStudio-Static.lib • Name is expected to be: • FMODStudio-Static.lib

  25. Deployment - plugin version • Plugin version number • Baked into DLL • Must match exactly • Defines • BUILT_FROM_CHANGELIST • MODULE_API_VERSION

  26. Deployment – DLL deployment • External DLLs • Third party directory • Packaging • Copies third party DLLs into destination directory • Android has additional requirements • .jar file needs to be linked in • .so files need to be loaded by main java Activity • How does it work for plugins? • It doesn’t

  27. Marketplace plugin support • Coming soon*! * Not sure what soon means

  28. Demo/Questions/Comments • FMOD Tutorial videos (YouTube FMODTV) • FMOD Q/A (www.fmod.com/questions) • FMOD Support (support@fmod.com) • Questions?

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