Would it be possible to compile the Unreal Engine into linkable libraries instead of an executable? I know the Unreal Way is to develop any other features of your game as plugins to the Unreal Engine, but what I’m thinking about is the opposite, Unreal Engine would be a plugin to my game.
The reason I am asking is because my team has invested quite some time and work in building a game, most work being in game logic and subsystems. We’ve also invested some time in the 3d engine but we are at a point that we realize that the Unreal Engine graphics engine + content pipeline + animation systems etc can’t be beat.
Unfortunately our codebase/build system isn’t compatible with the UE4 one as it is. So if we’re going to be using UE4 for its graphics engine, there’s two options:
Invest a lot of time in porting all of our code to Unreal style C++ and use its build system and launcher. We anticipate this will be a lot of work and possibly a bit demotivating.
Somehow compile Unreal Engine as a library. We would simply link against it, and call some wrapping functions for starting it, configuring its view port and other settings, and some functions to load game modes, spawn actors and such.
Is option 2 a possibility? Has anyone ever done it before? What’s in the way? I’ve done some googling and searching the forums but haven’t found anything, perhaps I’m using the wrong jargon.
I know there’s a bunch of ways to make option 1 more attractive and I don’t mind it if you’d make suggestions, but I’d love it if we could talk about option 2 because it seems to me that if it’s just some configuration it could be very useful to us.