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Yeah, that example just feeds in data, and gets frames out, but doesnt do anything with them if it prints out
Given the way unreal plugins work, it might be easiest to start in a seperate project and make the c++actor there and get it going in a project, (using the built DLL's and Typically THEN, it would probably be setup with a root directory like |
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Basically I'm hoping for unreal, you can basically just use the If there was a way to include the actor classes etc in the Poph264 DLL, without being dependent on all the UE core libs, that would be great though. Last time I made plugins in unreal, I couldn't really just drop-in a DLL to get new blueprints, but would be great if we could! |
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Hey so an update on where I'm at: Then there is the class that utilizes this, which essentially does the same functions at the Unity PopH264.cs called UE4PopH264. This is an Actor Component c++ class with the idea that this can be attached to any actor in an Unreal scene like a Unity script I've done by best to replicate all the functions used in the c# version. Lastly is a small C++ actor class that uses the UE4PopH624 actor component to decode raw H264 that is is pointed at via an http Request. Currently, this seems to work fine(?) but only for the initial frame that this is loaded. Once I try to proceed to the next in game frame by stepping through code, Unreal throws up an access violation: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff UE4Editor_Core It's also a bit slow at the moment as this is all running on the main game thread at the moment. |
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As for the speed, the plugin is synchronous, but in reality (or at least, most platforms) once the data is copied in, it just returns. |
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Hey I'm working on Integrating PopH264 into Unreal Engine 4, (I've forked my work on https://github.com/tidus9000/PopH264) and thought it might be good to share what I'm doing so far to make sure I'm on the right track along with confirming some things.
I've taken the released libraries on all platforms and have added them as a third party library to a new blank Unreal project that at the moment I have saved on the PopH264 repo in it's own folder similar to the folder structure of the Unity example.
In terms of the project layout. I'm thinking the best way to approach class design is to have a c++ Actor component that essentially acts like poph264.cs in the unity project i.e. making the relevant calls to PopH264. As a starting point, I'm thinking I'll have a c++ Actor that has the poph264 actor component and decodes only raw h264 data from a local file. Again, similar to how the Unity example does it.
One question I had when looking at the Unity examples, the RawH264 decoder doesn't seem to actually show an image though the debug log does show that it is decoding the data, Is that how it's supposed to work in that example?
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