There is already on OpenCV plugin distributed with the engine (plus one linked to the Composer). Did you check it out? Regarding your integration, I would start with placing a breakpoint after the UE_LOG and then stepping in this see what happens. Is path properly formed? Does it return a valid img but gets stuck afterwards?
That is a funny one, historically UE does not have real documentation since UE1, the documentation is reading the source code. on visual studio try to look for key words and start reading, I strongly suggest to use raider, since its search engine is far powerful than visual studio
“on your Build.cs you need to include: OpenCV, OpenCVHelper”
like the regular syntax correct ?
If you have a screenshot it would be great
If we are using the tutorial by jordan duncan , it uses an older version of UE. There is no inbuilt UE openCV plugin at that time. So do we still need to enable the plugin from the plugin editor ?
I’m trying Jordans method for UE 5.3 so im not enabling the plugin in the plugin settings.
Ok so if anyone is still reading , here are my getting started questions.
As of 2024 should we still be using external opencv library (410 as of today) or the built in one in UE 5.3/ 5.4 what is the diffrence in the two approaches
As per this blog Use OpenCV in Unreal Engine we only need to enable the built-in plugin in 5.3 , add the dependencies in the build.cs file and add the code. His code works but it doesn’t call cv::imshow(); or use the webcam so I cant be sure
When I test @iFzic code above I’m getting a crash on cv::imshow(“Display window”, img);
If I wanted to use the latest version of opencv (410) would I still need to enable the plugin from the editor
or use the method shown in this old video by jordan duncan UE4 and OpenCV Part 1 (Integration)