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Allow registering variables in a modular manner #27
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We are working on integrating this with Epics remote parameter solution. |
Thank you for the response. Glad to know you are working on an alternative solution. |
This would be very useful. Please do this! |
Creating a Disguise Remote Control Protocol might be the answer. It would then depend on the Remote Control API and you could expose almost anything in unreal. |
I have a prototype of it working with the Remote Control API, |
Cool. This will be interesting to mess with and could really simplify how
we program our controls.
…On Fri, Feb 4, 2022 at 10:54 AM Rikhardur Bjarni Einarsson < ***@***.***> wrote:
I have a prototype of it working with the Remote Control API,
there are still some issues to be ironed out (texture parameters for
example) that we are in talks with Epic about.
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Andrew Weidenhammer
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As far as i know, currently the plugin provides single mechanism to expose variables to d3, through level blueprints which is not practical and is cumbersome. I suggest, if possible, allow registering variables from any element which can be copied over to other unreal projects without re-exposing variables one by one manually. As a workround we currently use a template map and push the level(s) we want to stream into this map which is time consuming and prone to error.
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