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How to add a third party SDK for Android?

I'd like to work with a third party SDK (https://github.com/50ButtonsEach/fliclib-android) and am unsure on where to begin.

If anyone could outline the general process of getting things setup it'd be extremely helpful. Ideally, at the end of the process I'd have some simple Blueprint nodes to work with.

Product Version: UE 4.16
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asked Jul 27 '17 at 02:47 PM in Blueprint Scripting

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FlawsomeInteractive
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Wow ... a smart button for Unreal ... interesting ...

If there is a flic C++ library, it is doable. Since fliclib-Android is a java library, you can't create blueprint nodes to work with java libraries. I looked into the 50buttons repo and I did not see a c++ library.

Right now, the way this works is Unreal has a custom build tool that copies all the java specific part of the android app into a folder and then compiles all the unreal part into a c++ shared library(.so) into a 'jni' folder in the android app. Unreal talks to the java part thru Jni and this happens in the app not in the Unreal editor. You cannot build blueprints using a java/iOS library.

if there is a c++ library then blueprints are doable.

Hope this helps d0d0

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answered Jul 27 '17 at 04:08 PM

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d0d0
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avatar image FlawsomeInteractive Jul 27 '17 at 04:30 PM

Thanks - yeah definitely helpful. Time to search for a hacky work around ...

avatar image d0d0 Jul 27 '17 at 05:11 PM

There is no straight forward method, but there is a hack. It is not elegant, but it will work. If you are developing something for flic, I don't recommend it, but if you are a game developer, this will work for you.

If you are interested, you can find me at forums.unrealengine.com

Thanks d0d0

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