x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Kinect Lib linking problems

Hi guys ! I'm Trying to link the kinectv2 library ad i started with copy the library in the third part software floder of the engine. So now i have menaged to have this floder structure: C:\Program Files\Epic Games\4.7\Engine\Source\ThirdParty\Windows\Kinect
Includes
-Kinect.h -Kinect.Face.h
-Kinect.VisualGestureBuilder.h
_........ others Includes.....
Libraries
-x86
--Kinect20.face.lib
--Kinect20.fusion.lib
--Kinect20.lib
--Kinect20.VisualGestureBuilder.lib
-x64 --Kinect20.face.lib
--Kinect20.fusion.lib
--Kinect20.lib
--Kinect20.VisualGestureBuilder.lib
KinectV2.build.cs

And here the KinectV2.build.cs:

 using UnrealBuildTool;
 using System.IO;
 
 public class KinectV2 : ModuleRules
 {
 
     readonly string libName="Kinect20.lib";
 
     public KinectV2(TargetInfo Target)
     {
          
             Type = ModuleType.External;
 
         if ((Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Win32))
         {
 
             string PlatformString = (Target.Platform == UnrealTargetPlatform.Win64) ? "x64" : "x86";
             string KinectPath = UEBuildConfiguration.UEThirdPartySourceDirectory + "Windows/Kinect/";
             PublicIncludePaths.Add(KinectPath);
 
             string LibPath = KinectPath + "/Libraries/" + PlatformString + "/";
             PublicIncludePaths.Add(LibPath);
 
             PublicSystemIncludePaths.Add(KinectPath + "/includes/Kinect.h");
 
             PublicAdditionalLibraries.Add(libName);
 
             
 
             Definitions.Add("WITH_KINECT_V2=1");
         }
     }
 }
 

Also in the project builder i have put : OutExtraModuleNames.AddRange(new string[] { "FPSTest", "KinectV2" });
In theory should work and the compiler don't give me errors buthe cant find the reference if i use #include Someone can tell me where i wrong??

PS: i put the follow line in the VC++:

C:\Program Files\Epic Games\4.7\Engine\Source\ThirdParty\Windows\Kinect;$(IncludePath)

C:\Program Files\Epic Games\4.7\Engine\Source\ThirdParty\Windows\Kinect\Libraries\x64;C:\Program Files\Epic Games\4.7\Engine\Source\ThirdParty\Windows\Kinect\Libraries\x86;$(LibraryPath)

Product Version: UE 4.7
Tags:
more ▼

asked May 20 '15 at 01:43 PM in C++ Programming

avatar image

MaGiiK
1 1 2 3

(comments are locked)
10|2000 characters needed characters left

2 answers: sort voted first

Ok i have found why i can't find the include! the include was put under thirdParty so: #include "ThirdParty\Windows\Kinect\Includes\Kinect.h"

more ▼

answered May 20 '15 at 02:17 PM

avatar image

MaGiiK
1 1 2 3

(comments are locked)
10|2000 characters needed characters left

I have a same question, could you help me??QAQ

I want to make Kinect 2.0 SDK in unreal engine 4.10.1,and I create a third party library plugin, but I don't know Kinect 2 SDK should stay where...

more ▼

answered Jan 27 '16 at 11:30 AM

avatar image

Sherry0429
1 3 5

(comments are locked)
10|2000 characters needed characters left
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question