Rocketship's Unreal Engine integration is facilitated by the Rship-Unreal plugin.
- Download the plugin from releases
- Create a 'Plugins' folder inside a UE project directory and place the extracted folder there
- Restart Unreal
- In the plugins manager (Edit > Plugins), search for the 'RshipExec' plugin and verify it exists and is active (checked on)
- Open the Unreal project settings (Edit > Project Settings) and search for the 'Rship Exec' plugin
- Enter the address of the Rocketship server you wish to connect to in the 'Rocketship Host' field. Also set the 'Service Color' :)
- Currently the rship connection management lives in the RshipTarget blueprint component. Create a Target to establish a connection with rship
- Add an RshipTarget component to any Actor blueprint
- Name the Target in the Actor properties pane (in the level editor).
- In the Editor Details pane, select the RshipTarget component and click 'Register' or 'Reconnect'
- Create a function in the Actor blueprint. Make sure to prefix the function name with RS_ to add it to the Actor's Target
- Edit the function arguments to define an Action Schema, which determines the data structure required for triggering the Action
- Connect the RS function to some other function
- Create an event dispatcher in the Actor blueprint. Make sure to prefix the event dispatcher name with RS_ to add it to the Actor's Target
- Edit the event dispatcher properties to define an Emitter Schema, which determines the data structure pulsed by the Emitter
Due to some pesky aspects of Unreal's implementation of C++, we are still working out the following limitations:
-
Emitter Schema Size:
- An Emitter Schema can have at most 32 properties.
-
Unsupported Data Types:
- Vector, Rotation, and Position (note these structures can be easily decomposed into floats)
Targets | Emitters | Actions |
---|---|---|
Actors | - Any Event dispatcher Parameter | - Any Function Argument |