Hi guys,
I am currently working on using a Managed .NET dll being imported within my Unreal Project.
Everything is going fine though I am having some difficulties with return types.
So the signature of the function I’m calling from my DLL looks like this:
static byte[] FuncName() {
...
}
I’m properly getting the function within unity though I’m having trouble figuring out the type that UnrealEngine can work with.
Things I’ve tried:
TArray<uint8> array //(crashes on function call, improper return type)
uint8* array //(crashes on accessing the variable. i.e. : sizeof(array) causes crash.
I’ve also attempted to change my signature to:
static unsafe byte* FuncName() {
...
}
though admittedly I am unfamiliar with all of C#'s unsafe rules so I’m probably marshaling the array into byte* incorrectly.
If this made sense to you, or you’ve been in a similar situation and have a solution, please help me out here!
I’ve been smashing my head against this for a few hours and can’t for the life of me figure it out. (at least without some sleep )
Thanks for any and all help,
-Paul