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Third-party communication library bridging method and system adaptive to unreal engine application

An Unreal Engine and adaptation technology, applied in the field of communication, can solve problems such as increased development time consumption, increased development difficulty, and compilation errors

Active Publication Date: 2022-05-13
NAT UNIV OF DEFENSE TECH
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

When configuring according to the above two methods, since the bottom layer of Unreal Engine is mainly developed based on two programming languages, C++ and C#, developers need to be familiar with both languages ​​and switch freely, which increases the difficulty of development, and It is easy to cause various compilation errors; also because Unreal Engine has its own technical system, the differences in compilers, compilation configurations, data types, etc., often cause various conflicts when linking third-party libraries, and developers need to try to find the right one. third-party library version or modify and adapt its source code, this process will undoubtedly increase the development time consumption

Method used

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  • Third-party communication library bridging method and system adaptive to unreal engine application
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  • Third-party communication library bridging method and system adaptive to unreal engine application

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Embodiment Construction

[0042] The preferred embodiments of the present invention will be described in detail below in conjunction with the accompanying drawings, so that the advantages and features of the present invention can be more easily understood by those skilled in the art, so as to define the protection scope of the present invention more clearly.

[0043] refer to figure 1 As shown, this embodiment discloses a third-party communication library bridging method adapted to Unreal Engine applications, including the following steps,

[0044] Step S1. Configure a communication plug-in for the Unreal Engine application that needs to communicate. The communication plug-in is an officially released communication plug-in, so that the main body of the application can normally call the communication interface in the communication plug-in to send and receive messages; and add in the Unreal Engine application Receive business module, send business module.

[0045] Step S2, configure a communication tran...

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Abstract

The invention discloses a third-party communication library bridging method and system adaptive to an unreal engine application. The method comprises the following steps: S1, configuring a communication plug-in for an unreal engine application needing communication; s2, configuring a communication transfer module between the unreal engine application and the external application, wherein the communication transfer module comprises a first communication component, a second communication component, a first forwarding service and a second forwarding service; s3, if the external application needs to transmit data, calling the first forwarding service, and transmitting the first forwarding service to the unreal engine application through the second communication component; and S4, if the unreal engine application needs to transmit data, calling a second forwarding service, and transmitting the data to the external application through the first communication component. According to the method, communication between the application developed based on the unreal engine and the external node can be rapidly, compatibly and conveniently achieved, and various compiling problems caused by tedious configuration, version selection of a third-party library, targeted adaptive development of different library files and compiler difference are avoided.

Description

technical field [0001] The present invention relates to the field of communication technologies, and more specifically, to a third-party communication library bridging method and system for adapting Unreal Engine applications. Background technique [0002] Unreal Engine is a "what you see is what you get" game development platform for developers and individual developers, which provides a lot of core technical support for game developers. However, in the development process, it is inevitable that the application project developed based on Unreal Engine needs to exchange data with external limited communication protocol nodes. There are usually two solutions to this problem. One is to use the third-party communication protocol library as a plug-in Integrate, and import the plug-in into the project developed by Unreal Engine; second, directly locate the header file of the third-party communication protocol library in the project-related configuration file, and link the library...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): H04L69/18H04L69/06H04L69/08H04L67/562G06F16/25
CPCH04L69/18H04L69/08H04L69/06G06F16/254G06F16/258
Inventor 李雪琼李明龙杨绍武徐炜遐吴慧超谢昕吴青芸
Owner NAT UNIV OF DEFENSE TECH
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