Expanding the plugin
The example plugin expands the default Monogram Unreal Engine integration with additional functionality through Blueprints. Inside
CustomizeMonogramfolder contains a copy of our Unreal Engine plugin with modifications. Place
CustomizeMonogramin your Unreal project's
customizedUnrealfolder contains the modified Monogram plugin with a new input added to the bottom of the
inputs.jsonfile. The plugin is unsigned and needs to be loaded in Monogram Creator through the Preferences menu (Preferences > Integrations).
MonogramExample.uassetcontains an Editor Utility Blueprint showing how to handle the newly added input and implement custom functionality in Blueprints. To get the example blueprint running in the Unreal Engine Editor, right click on the .uasset file in the Content Browser and select 'Run Editor Utility Blueprint'.
config.jsoninside your Monogram plugin folder to avoid conficts with the original Monogram Unreal Engine integration. These values must be unique.
Modify name, id, and port.
signature.txtfrom your Monogram plugin folder, if there is one already.
- Change the port number in the Unreal plugin source code to match
config.jsonin step 1. Navigate to line 40 in
Modify port to match config.json
Please note, that the plugin may need to be rebuilt on first use. If you need to rebuild the plugin, place it in the
Pluginsfolder of your UE project, and run the project. This should prompt a popup box, which will ask to rebuild the Monogram plugin. Click yes, and the plugin should rebuild itself.
Rebuilding only needs to occur once, at the first use of a new engine version.
NOTE: Unreal will only allow the plugin to be rebuilt if it is inside of the
Pluginsfolder in a project. The rebuild will fail if the plugin is placed in the
Pluginsfolder in the Engine. However, you can build the plugin once in the project, with the correct version, then move the plugin into the
Pluginsfolder in the engine.
Location of the Plugin in a Project:
Location of the Plugin in the Engine: