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Skinetic Plugin for Unreal Engine 4 & 5

Prerequisites

This plugin is conceived for Unreal Engine 4.24 to 5.3.

Install

From sources

To install the Skinetic SDK plugin in any project:

  1. Unpack the archive corresponding to the desired major version of Unreal Engine (UE4 or UE5)

  2. Create a “Plugins” folder if it does not already exist in your project root directory

  3. Copy the “Skinetic SDK” folder from the archive into the “Plugins” folder

  4. Check and change if necessary the Unreal Version in the SkineticSDK.uplugin file according to the one you attempt to use.

  5. Regenerate the project files (Visual Studio) to allow the library to be copied in the correct Binaries folder. (For this step, the project must be a C++ project)

  6. Reopen the project with Unreal

  7. Agree to rebuild the project if the following popup is displayed :

        The following modules are missing or built with a different engine version:
    SkineticSDK
    SkineticSDKEditor
    Would you like to rebuild them now?
  8. Make sure the plugin is enable in the Plugins browser tab (Project → Haptic category)

Plugin’s content should now be visible in the Content Browser. If it’s not the case, toggle “Show Plugin Content” in the View Options panel of the Content Browser.

From marketplace

Not available yet

Building for Android

WARNING

For Unreal 5.1 to 5.3, the project option AndroidFileServer has to be disabled as there is currently a configuration conflict.

Plugin General Overview

This plugin is designed to provide easy access to the Skinetic SDK inside Unreal for Android or Windows targets. Although the SDK can be used directly in C++, this plugin is aimed to allow developers to produce as minimal work as possible to integrate haptic feedback for Skinetic in their Unreal project.

The plugin relies on several key components:

Skinetic Device Data Asset

A custom Data Asset to configure the Skinetic device to play on.

Skinetic Pattern Data Asset

A custom Data Asset containing a Skinetic haptic pattern (spn) and allowing basic commands.

Skinetic Effect Component

A component referencing a pattern and allowing more complex playing commands and effect instances handling.

Licensing Information

Skinetic Plugin for Unreal Engine 4 & 5 is an integration of Skinetic SDK, which is available under two types of licenses to accommodate different usage scenarios - Commercial and Non-Commercial.

Commercial License

If you are using this plugin for commercial purposes, please refer to the SkineticSDK_commercial_license.pdf file located in the licenses folder. Ensure that you read and comply with the terms outlined in this file for commercial usage.

Non-Commercial License

For non-commercial use of this plugin, please consult the SkineticSDK_non_commercial_license.pdf file within the licenses folder. Review the terms specified in the file to ensure compliance with the non-commercial licensing agreement.

Feel free to reach out if you have any questions or require further assistance regarding licensing or usage of Skinetic SDK or its plugins.

Changelogs

Last Version: [1.3.1] - 2023-05-16

Fixed

  • Added compatibility with Unreal 5.1 to 5.3

Older versions

[1.3.0] - 2024-01-15

Added

  • Wifi: Can connect to Skinetic device over Wifi4
  • Documentation: online API documentation and examples on unitouch.actronika.com
  • Experimental Audio Stream: Streaming haptic to standard audio devices
  • HSD mk.II USB: Detection and connection to HSD mk.II devices

Changed

  • Update Skinetic SDK to 1.4.2
  • Renamed PreferredConnection enum to OutputType and SetPreferredConnection() to SetPreferredOutput()

Fixed

  • Minor fixes
[1.2.0] - 2023-06-21

Added

  • UE5: Compatibility with UE5.0 and UE5.1
  • Transformation: Shape-based patterns can be transformed on play by passing three additional parameters: height translation, heading rotation and tilting rotation.
  • Spatial Inversion and Addition: An effect can be triggered with right/left, up/down and front/back inversion or addition.
  • Global Boost setting: The boost increase the overall intensity of all haptic effects.
  • Pattern and Effect Boost: Each instance has its own boost value using the default Pattern boost, which can be overridden on play.
  • Effect Accumulation strategy: A fallback-pattern feature to alleviate haptic confusion.

Changed

  • Update Skinetic SDK to 1.3.0
  • Number of simultaneous playing samples increased to 10: compatible with the Skinetic firmware 1.1.3 or higher.
  • Play parameters now passed as a structure
  • Stop Fadeout: Remove any duration limitation to allow longer fadeout.
  • Minor fixes
[1.1.1] - 2023-02-20

Changed

  • Update Skinetic SDK to 1.1.1 (bug fix)
[1.1.0] - 2023-02-15

Added

  • Update Skinetic SDK to 1.1.0 with:
    • Bluetooth support
    • Sample crop handling
    • Play At: Add PlayAt parameter to play methods, allowing to start the pattern with an arbitrary offset.

Changed

  • Log formatting
  • Move examples in another repository
  • Move documentation in markdown file