Hi there,
I tried a few hours to open an external application from Unreal. As there is no blueprint node for that, I had to create a C++ function library.
But I have really a hard time with C++ and Visual Studio.
This is my header file:
#pragma once
#include "Kismet/BlueprintFunctionLibrary.h"
#include "VRSR_CPP_FL.generated.h"
/**
*
*/
UCLASS()
class VRSHOWROOM_API UVRSR_CPP_FL : public UBlueprintFunctionLibrary
{
GENERATED_UCLASS_BODY()
UFUNCTION(BlueprintCallable, Category = "VRShowRoom")
static void connectWiiMote();
};
My CPP file:
// #include "Windows/WindowsSystemIncludes.h" //ERROR, SO USING WINDOWS.H INSTEAD
#include <windows.h>>
#include "VRShowRoom.h"
#include "VRSR_CPP_FL.h"
////Our function lib
UVRSR_CPP_FL::UVRSR_CPP_FL(const class FObjectInitializer& PCIP)
: Super(PCIP)
{
}
//Connect to WiiMote
void UVRSR_CPP_FL::connectWiiMote()
{
ClientMessage("Connecting Wiimote..."); //ERROR
ShellExecute(NULL, "open", "path/to/connectWiiMote.exe", NULL, NULL, SW_HIDE); //ERROR
};
I just can’t get VS to compile this. Seems that the #include doesn’t work, Shellexecute isn’t even found.
So is there any method of just running an exe from within UE4 without getting crazy? Many thanks.