Architecture is taken from https://github.com/getnamo/SocketIOClient-Unreal
EpinePlugin
- Plugin itselfEpineNative
- Wrapper for C++ SDKEpineComponent
- Actor component that initializes and uses plugin
- Clone repository
git clone --recurse-submodules -j8 https://github.com/EpineCloud/EpinePlugin-Unreal.git
-
Follow dependency building steps described in
Source/ThirdPartyLibraries/EpineSDK/README.md
-
Copy built dependency binaries into plugin's
Binaries
mkdir -p Binaries/ThirdParty/EpineSDK/Mac
cp Source/ThirdPartyLibraries/EpineSDK/lib/sio/libsioclient.a Binaries/ThirdParty/EpineSDK/Mac
cp Source/ThirdPartyLibraries/EpineSDK/libepine-sdk.a Binaries/ThirdParty/EpineSDK/Mac
- Include
EpinePlugin
into dependencies in project build file
Add to ProjectName.Build.cs
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EpinePlugin" });
PrivateDependencyModuleNames.AddRange(new string[] { "EpinePlugin" });
- Automate dependency build and static library copy process