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Yes, it's very easy to do. One of the options is to spawn/destroy a new process in You also can visualize data through web pages or use sockets, shared memory, named pipes, and so on for inter-process communication. |
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@nxrighthere I'm looking for the limits of what's possible to hack with UnrealCLR.
Q1) Strictly technically speaking, is there a way to modify what could be loaded in the host? Could a Console or a Window (WinForm or WPF) be externally instantiated as long as it'd be dotnet 5? (Obviously not be present in UE rendering/Window, but spawned on the desktop/taskbar) This would open up many interesting dev scenarios and patterns.
Examples of scenario:
If you think it could be done, I'd be ready to work full time on testing and developing demos for this. I believe Epic would be pleased as they are flirting more and more with those kind of non-game markets.
In case this ^ is strictly technically impossible:
A) A lib enabling an external independent app to connect to the game dll (on the same computer or remotely) to unlock as much as possible the potentials ^ described above.
B) Such a lib ^ going as far as streaming the external app UI inside the game (using textures or advanced video streaming libs/algo) and sending back mouse and keyboard inputs to the external app.
What are your thoughts @nxrighthere about the technical feasibility of those scenarios?
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