I am doing a module that requires us to create a 3D game and create our own shaders and things in OpenGL to then use in said game, is it possible to do this in Unreal Engine. I’ve been trying to look this up but have found lots of differing answers.
it definately works in ogl if you have your packaging settings right
You can write HLSL shaders in material .uasset files, by adding a custom node and writing the text. Unsure about OpenGL, I remember that DX 11 / 12 and Vulkan are supported but looking at my own code I have not included OpenGL in the RHI settings. Is OpenGL still supported?
Raw generic GLSL shaders are not really possible in Unreal Engine.
Unreal really wants to own the context and surroundings of the shader, because its entire rendering and lighting pipeline is dependent on assembling little pieces of shader fragments and composing multiple render passes and multiple render targets.
Try perhaps Godot engine if you don’t want to roll your own from scratch?
Although copying some GLSL loader code and some 3D matrix library from existing open source, and dropping in a simulation engine like ODE or Bullet, and then making your game from there, isn’t terribly hard. It’s also a useful exercise, because you learn about various things that “must be like that” in such a system, that you might not have realized before doing it for real.