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Re: Unreal engine driver communication
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Lazy
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Posts: 236
Join Date: Jan 2004
Location: Toronto, Ontario, Canada
Default Re: Unreal engine driver communication - 08-04-2004

That could work and you could also have two-way by doing something like this...

Force Unreal to load a helper dll.
Call GetModuleHandle( NULL ) from the unreal engine to get the program in memory.
Search for the structure ( with unique id at offset 0 ).
Using shared memory, give the pointer to the data to the c++ driver.

Virtual machines are useful and they have obviously done a nice job with UnrealScript, but forcing it on people is not the right way to go. It's too bad that we cannot use a regular dll.

Edit:
Where were you looking?
I saw what looks like an address-of operator somewhere, there was a function somewhere that had the & operator on a parameter.

Added:
Code:
void Touch(class AActor* Other)
{
	FName N("Touch",FNAME_Intrinsic);
	struct {class AActor* Other; } Parms;
	Parms.Other=Other;
	ProcessEvent(N,&Parms);
}
There it is, I'm not sure but here & looks like an address-of operator.
If not, damn.

Last edited by Lazy; 08-04-2004 at 15:17..
  
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