How to use Functions from Mathematica in UE4?

Some mathematical functions are just a bit too complex to construct using existing nodes, so I wonder, if there are ways to write functions in other mathematical softwares like Mathematica or Matlab and then import them into the intended project without any code so that they can be easily constructed and employed?

While working on such a link (I’m a certified Mathematica teacher and I do teach UE4 as well), I see your question.

It’s been 2 months; have you made any progress regarding this?

If yes, please, how far have you been?

If not, I’d like to contact you offlist to get a detailed picture of the features you want.

Thanks!

I dont think there is, only thing i found is this but it seems it requires Matlab to be turned on:

No body consider making this kind of support, because you got C++ and keep in mind that all it needed for you code to work in binary module dll, which you probably already using via 3rd party plugins not to mention entire engine is constructed out of those modules. So all you need to do is distribute you project with dll and your coworkers don’t need to have VS installed, you can also make a plugin which is easier to destitute independently and can be used in multiple projects without doing copies of same code over them.

But not only you got C++ but also math expression node:

https://docs.unrealengine.com/en-us/Engine/Blueprints/UserGuide/MathNode

You also have function and macro blueprint libraries, allowing to compress complexity of similar patters to single nodes, recreate complex functions you need:

https://docs.unrealengine.com/en-us/Engine/Blueprints/UserGuide/Types/MacroLibrary

Considering in order MatLab or Mathematica code in UE4 to work you would need to make Blueprint VM to work or to make different VM on top of it, C++ seems like simpler option. Not to mention there might be licencing issues on top of that

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