actually, I built my question on this question whihch is similar, perhaps this is part of the solution?
I previously added the line to my Game.Build.cs file and I got some error but now it compiles :
PublicDependencyModuleNames.Add("Phya");
I still don’t get how to setup the plugin though; I think I have understood the sequence from the Unreal Phya docs, as follows:
//creating the instance
//https://docs.unrealengine.com/latest/INT/API/Runtime/CoreUObject/UObject/StaticConstructObject/index.html
UObject * StaticConstructObject
(
UClass * Class,
UObject * InOuter,
FName Name,
EObjectFlags SetFlags,
UObject * Template,
bool bCopyTransientsFromClassDefaults,
struct FObjectInstancingGraph * InstanceGraph
)
//Gives game-specific ability to handle all physics collisions in one place.
//This is a good place to play sounds and spawn effects, as it does not require special object-specific code.
virtual void HandlePhysicsCollisions
(
const TArray < FCollisionNotifyInfo > & PendingCollisionNotifies
)
//Called after collision handler is allocated for a world.
virtual void InitCollisionHandler()
Is this correct?
Just so I know I’m on the right track.
Thanks,
Thomas