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To install the plugin into your existing Unreal Engine project, either simply clone the Plugin into your `Plugins` folder, or add it as a [submodule](https://git-scm.com/book/en/v2/Git-Tools-Submodules). This folder resides in your top-level Project directory. If you do not have it, just create it manually. More information on plugins can be found here in the [Unreal Docs](https://docs.unrealengine.com/5.0/en-US/working-with-plugins-in-unreal-engine/).
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Make sure you have all respective plugins from the [Dependency](home#dependencies) section enabled for your use-case. This should normally happen automatically.
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If you want to deploy to the cave, make sure you add the [DTrackPlugin](https://github.com/VRGroupRWTH/UnrealDTrackPlugin) (Make sure to use our fork!) by cloning/adding a submodule similar to the Toolkit.
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If you want to deploy to the cave, make sure you add the [DTrackPlugin](https://github.com/VRGroupRWTH/UnrealDTrackPlugin) (Make sure to use our fork!) and the [RWTH VR Cluster Plugin](https://git-ce.rwth-aachen.de/vr-vis/VR-Group/unreal-development/plugins/rwth-vr-cluster-plugin) by cloning/adding a submodule similar to the Toolkit.
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## RWTH VR Cluster Plugin
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That's it already!
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For regular Desktop usage, the following Unreal-internal dependencies are required:
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- [nDisplay](https://docs.unrealengine.com/5.3/en-US/ndisplay-overview-for-unreal-engine/) (required for certain utility functions)
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- [LiveLink](https://docs.unrealengine.com/5.3/en-US/live-link-in-unreal-engine/)
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- [Enhanced Input](https://docs.unrealengine.com/5.3/en-US/enhanced-input-in-unreal-engine/)
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- [Niagara](https://docs.unrealengine.com/5.3/en-US/creating-visual-effects-in-niagara-for-unreal-engine/)
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For Cluster/Cave usage, additionally to the basic requirements:
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- [RWTH VR Cluster Plugin](https://git-ce.rwth-aachen.de/vr-vis/VR-Group/unreal-development/plugins/rwth-vr-cluster-plugin) (Should enable all the others by itself)
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- [nDisplay](https://docs.unrealengine.com/5.3/en-US/ndisplay-overview-for-unreal-engine/) (required for certain utility functions)
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- [LiveLinkOvernDisplay](https://docs.unrealengine.com/5.3/en-US/API/Plugins/LiveLinkOverNDisplay/)
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- [DTrackPlugin](https://github.com/VRGroupRWTH/UnrealDTrackPlugin) (Make sure to use our fork!)
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- [Switchboard](https://docs.unrealengine.com/5.3/en-US/switchboard-in-unreal-engine/) (optional)
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- The first simply enables the activation of the console in shipping builds.
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- The second fixes an issue in the `FLiveLinkMotionController` that prevents the LiveLink subjects to be accessed correctly. A PR is in place ([here](https://github.com/EpicGames/UnrealEngine/pull/10895)).
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## Cluster Module
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## The [RWTH VR Cluster Plugin](https://git-ce.rwth-aachen.de/vr-vis/VR-Group/unreal-development/plugins/rwth-vr-cluster-plugin) and its Cluster Module
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The cluster module [`RWTHVRCluster` ](https://git-ce.rwth-aachen.de/vr-vis/VR-Group/unreal-development/plugins/rwth-vr-toolkit/-/tree/dev/5.3/Source/RWTHVRCluster?ref_type=heads) extends the toolkits functionality by adding support for clustered rendering via [nDisplay](https://docs.unrealengine.com/5.3/en-US/ndisplay-overview-for-unreal-engine/).
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The cluster module `RWTHVRCluster` is part of the [RWTH VR Cluster Plugin](https://git-ce.rwth-aachen.de/vr-vis/VR-Group/unreal-development/plugins/rwth-vr-cluster-plugin) and extends the toolkits functionality by adding support for clustered rendering via [nDisplay](https://docs.unrealengine.com/5.3/en-US/ndisplay-overview-for-unreal-engine/).
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### Configs & Setup
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