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EventCenterPlugin/README.md
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2021-03-03 03:46:32 -05:00

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# EventCenterPlugin
(WIP) Subscribe to events.
I tried Redis PubSub first, but the plugin I found was buggy. I'm trying WebSockets now.
## Installation
1. Install python and dependencies
```
# Windows works just as Linux,
python -m venv python
# Except for activating the venv
.\python\Scripts\Activate.ps1
# Then it's easy again,
pip install -r requirements.txt
```
2. Install the [BlueprintWebSocket](https://www.unrealengine.com/marketplace/en-US/product/blueprintwebsocket)
plugin (paid/commercial) from the Epic/Unreal Marketplace. It's not expensive and has great documentation.
3. You need to adjust the main project's build dependencies (`ProjectName.Build.cs`) to include the following,
```
PublicDependencyModuleNames.AddRange(new string[] {
// Preset dependencies
"Core", "CoreUObject", "Engine", "InputCore",
"...",
// EventCenter
"BlueprintWebSocket",
"EventCenterPlugin",
});
```
Unfocused Audio needs to be set in Config/DefaultEngine.ini, otherwise the game won't play audio when unfocused,
```
[Audio]
UnfocusedVolumeMultiplier=1.0
```
## Usage
It's expected to wire events up in the `Level Blueprint`.
## Python testing
I stand up a websocket+pubsub system like so:
```
PS C:\Users\echel\OneDrive\Documents\Unreal Projects\RedisTestProject\Plugins\EventCenterPlugin> .\python\Scripts\Activate.ps1
```
## Notes
A few collected notes, since I'm still new to Unreal engine and I'm cleaning up my debug code.
To log to the game screen,
```
GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Red, "Message goes here");
```
Time based handling in Tick(),
```
void AEventSourceActor::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
float time = GetGameTimeSinceCreation();
if (time - timerLastTime > 15.0) {
timerLastTime = time;
// Do the thing
}
}
```