Example plug-in for the IWindowsMessageHandler API.
This Unreal Engine 4 plug-in shows how to use IWindowsMessageHandler in order to intercept and process events from the Windows message queue without having to modify Engine code. This is useful for integrating hardware and software SDKs that use Windows messages to provide some or all of their functionality.
Make sure to pull the Tag that matches your Unreal Engine version. If you sync to Master the code may not compile, because it may depend on Engine changes that are not yet available in the UE4 Master branch.
This plug-in was last built against Unreal Engine 4.19. It is intended to be used on Windows only.
This plug-in requires Visual Studio and either a C++ code project or a the full Unreal Engine 4 source code from GitHub. If you are new to programming in UE4, please see the official Programming Guide!
You can use this plug-in as a project plug-in, or an Engine plug-in.
If you use it as a project plug-in, clone this repository into your project's /Plugins directory and compile your game in Visual Studio. A C++ code project is required for this to work.
If you use it as an Engine plug-in, clone this repository into the /Engine/Plugins/Media directory and compile your game. Full Unreal Engine 4 source code from GitHub (4.9 or higher) is required for this.
After compiling the plug-in, you have to enable it in Unreal Editor's plug-in browser.
Once activated, the plug-in simply writes intercepted Windows messages to the output log.