Calling a C++ Function with return value from a Blueprint

Aye, Sundays! For another PoC I was in need of some custom C++ functionality. To get a grasp of it, I started digging into some articles and videos and decided to narrow everything down to what’s most important: Calling functions and retreiving a return value from there.

 

Idea

Let’s send two floats to a custom C++ function which then returns us the sum as Output Param in a node we can use further in our Blueprint. For now, we’re working with a synchronous call, means, the function we’re calling is also the function we’re getting our sum back from. It’s really that simple.

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Launch an ARKit Project from Windows with a Mac Mini

PackagingResults: Error: Deployment failed! Missing UE4Game binary.
You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:
UE4Game <Platform> <Configuration>

Now, that took me some time to figure, albeit it’s easier than you might think.

 

Idea:

I’ve got a Mac Mini in my local network which I wanted to use to compile iOS Projects from my Windows PC, since – as you know – for certain plugins likeĀ ARKit orĀ Location Services being involved you’ll need XCode to do the job of packaging. The reason is quite simple: Windows cannot work with the binaries required to access these features on an iOS device.
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