I am currently using UE 4.23 new ARkit pose tracking feature and wondering that if there is any way to make
engine 's c++ code accessible from a blueprint. This new feature seems to be in c++ only.
The AppleARkit c++ file I am trying to use is called “AppleARKitPoseTrackingLiveLinkRemapAsset”, I want to use some of the functions and make them accessible in my own blueprint.
If I want to access the c++ function, should I create another own c++ file to call them?
I’ve not worked with ARKit, but generally yes; if you want to expose C++ functions to Blueprints, you can create a Blueprint Function Library.
In your project, File > New C++ Class, then choose Blueprint Function Library as the parent class.
Thank you for the reply!
And just another question, when I tried to include the ARKit header file (which is in the engine plugin folder ) into the BP function library, but an error occurs which says cannot open include file.
(header name: AppleARKitPoseTrackingLiveLinkRemapAsset.h)
I had tried to include the engine’s path and added the “AppleARkit” into my project’s build.cs like: