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Immersive Environment Simulation: Adding Connext to the Visual Studio Build Environment

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Add Connext to the Unreal C++ Build Environment

Next, we need to add Connext to the Unreal Visual Studio project build properties. This is done by adding the Connext dependencies to the <Project_Name>.Build.cs file in the Source\Unreal_Shapes of the project. For this example, we modify the Source\Unreal_Shapes\Unreal_Shapes.Build.cs as follows:

For accessing environment variables and constructing oaths, we need to use System and System.IO

using System;

using System.IO;

Connext uses runtime types and exceptions and so do the boost libraries. We need to enable support for those features in the build configuration.

bUseRTTI = true;

bEnableExceptions = true;

All items in the Connext directory will be relative to the install directory, which is defined by the environment variable NDDSHOME. 

string nddshome = Environment.GetEnvironmentVariable("NDDSHOME");

Add the Connext additional include directories

PublicIncludePaths.Add(Path.Combine(nddshome, "include"));

PublicIncludePaths.Add(Path.Combine(nddshome, "include/ndds"));

PublicIncludePaths.Add(Path.Combine(nddshome, "include/ndds/hpp"));

Add Connext compile time options for Windows




And finally, we need to add the libraries to link

PublicAdditionalLibraries.Add(Path.Combine(nddshome, "lib/x64Win64VS2017/nddscpp2z.lib"));

PublicAdditionalLibraries.Add(Path.Combine(nddshome, "lib/x64Win64VS2017/nddscz.lib"));

PublicAdditionalLibraries.Add(Path.Combine(nddshome, "lib/x64Win64VS2017/nddscorez.lib"));

If you are using a different operating system than Windows, the compile time options and library names will be different. Check the Platform Notes.


Module 4 Demo:

This video covers the steps for Module 4.


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Module 5: Creating Your First C++ Class