Linking 3rd party static lib / IPC

Hi,

I have a 3rd party library that is compiled in 32-bit (which internally references 32-bit only libraries that don’t support 64-bit), but which I need to talk to as a 3rd party library from my UE4 project (x64 build as the editor won’t work targeting x86 I believe). I know I cannot talk to the x86 lib directly and will probably need some kind of inter process communication. What I am trying to do is send raw mesh data from the x86 library to my UE4 x64 project.

The data is basic e.g.

int vertexCount,
float** vertices,
int indexCount,
unsigned short indices,
int texSize,
float
* tex

etc.

I was thinking of turning the 3rd party library into a running process and using shared memory to transfer data two-way between the processes so I can eliminate any function calls and also won’t have to reference the 3rd party lib from my UE4 project. Before I start down that path I was just wondering if its going to be achievable or if there is a better way to approach this.

Any ideas would help, thanks.

What library in 2014 doesn’t support x64?

Some of the libraries used in my 3rd party library are legacy and I can’t rebuild the source.
I have been trying to implement a named pipe solution to this.

This leads me to another question though. Is there a tutorial on creating a mesh in UE4 using the kind of raw data I specified above? In the ‘GenerateProceduralMesh’ tutorial they use ‘SetGeneratedMeshTriangles’ to set the vertices of the mesh, but I bring through indices as well, because the original system I was using to render the meshes used opengl triangle strips. I will also need to create a texture from tex coords and DXT1 compressed data.

Any tutorials or relevant documentation along these lines would help, thanks.

Search on “procedural mesh generation” at Unreal Engine 5.3 Documentation | Unreal Engine 5.3 Documentation

The first article is A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums which seams to be what your looking for.