The Blueprint API can also be used directly in C++ sources.
- Include these 2 header files:
#include "AuraSDKPluginBPLibrary.h"
#include "AuraSDKPluginTypes.h"
- In
project.Build.cs, add AuraSDKPlugin into PublicDependencyModuleNames: public class demo9 : ModuleRules
{
public demo9(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] {
"Core",
"CoreUObject",
"Engine",
"InputCore",
"HeadMountedDisplay",
"AuraSDKPlugin"
});
}
}
- Now Blueprint API's can be accessed via
UAuraSDKPluginBPLibrary in sources: leds = UAuraSDKPluginBPLibrary::GetMaxLeds(EAuraSDKDeviceEnum::DE_Mouse);