- Unreal Engine 5.3.2 or 5.4.0
- Visual Studio 2022 a. Desktop development with C++ a. Game development with C++
- Clone this repository into the folder where you store your Unreal projects. By default, this is the
Unreal Projectsfolder in theDocumentsfolder. - Create the
ThirdPartyfolder in theSourcefolder in the repository folder. - Create the
LiveAwareLabsfolder in theThirdPartyfolder you created. - Copy the contents of the Zip file given to you
into the
LiveAwareLabsfolder you created. Ensure the relative path of theRecorderPlugin.hfile isSource\ThirdParty\LiveAwareLabs\RecorderPlugin.h, similarly for the rest of the files. - Right-click the
UnrealPluginExample.uprojectfile and selectGenerate Visual Studio project files. On Windows 11, you will need to first selectShow more options. - Double-click the
UnrealPluginExample.slnfile. Visual Studio will open. - Press
F5. This will build the project and run the Unreal editor.
Press the ⏵ button to exercise the plug-in. If the Live Aware Desktop Recorder is not running, it will start.
- Perform steps 2, 3, and 4 above for your Unreal project.
- Add the following lines to your
.Build.csfile.PublicAdditionalLibraries.Add(Path.Combine(ModuleDirectory, "..", "ThirdParty", "LiveAwareLabs", "recorder-unreal-plugin.lib")); PublicIncludePaths.Add(Path.Combine(ModuleDirectory, "..", "ThirdParty", "LiveAwareLabs")); - Include the plug-in's header file with
#include <RecorderPlugin.h>in your code that will use the plug-in.
If Visual Studio complains it cannot find that header file, add $(ProjectDir)Source\ThirdParty\LiveAwareLabs to the
Include Directories field of the VC++ Directories section of the Properties dialog of the UnrealPluginExample project in
the Games solution folder. Note that since Unreal created these project files, you will need to perform this step again if you
regenerate the Visual Studio project files as described in step 4. Your project will build without this change since the Unreal
build system relies on your .Build.cs file.