1) Download and Install
This plugin relies on Unreal Engine 4.21 or 4.22. If you don’t have this, you can download it using the Epic Games Launcher or you can find it here.
This plugin also requires the .NET Framework Dev Pack, v4.6 or later.
If you'd like to sign up for the closed beta, please fill out this form.
2) Display Settings
In order to see your scene with a live, real-time preview on your Looking Glass, it will need to be configured with your computer as an extended display, not a mirrored one.
Open your display settings. Select Extend these displays from the Multiple displays pulldown.
Also, ensure that Change the size of text, apps, and other items is set to 100% and that the resolution of the second display matches the following:
- 2560 x 1600 for the 8.9" Looking Glass
- 3840 x 2160 for the 15.6" Looking Glass
3) Importing HoloPlay SDK
For New Projects
First, open Unreal Engine 4.21 or 4.22 and select the “New Project” tab
Next, select a template from the list. Name your project, choose a file location, and press the “Create Project Button” in the bottom right.
Once the project has been created and the editor has loaded, close it down and navigate to the file path where you saved the HoloPlay SDK and copy these three folders:
Next, navigate to the folder where you saved your new UE4 project. Right click and create a new folder named “Plugins”.
Navigate into the “Plugins” folder and paste the three plugins copied from above.
For C++ Projects Only
Go back to the project folder and right click your .uproject file and select “Generate Visual Studio project files”.
For Blueprint and C++ Projects
Double click your .uproject file to launch the engine and run your project.
If you get a message like this, press “Yes” and wait for the plugins to recompile.
That should be it! You should be ready to start building your next project in your Looking Glass Display.
For Existing Projects
1) Locate your project
Navigate to your project folder. If you don’t know where this is you can go to your Epic Games Launcher “Library” and right click your project and select “Show in folder”.
2) Ensure there's an .sln
(You may skip this step if you do not want to view or edit the C++ code)
Check to see if you have a visual studio solution file with the file ending “.sln”.
If you don't see a “.sln” file:
- Open up your project by double clicking your project folder.
- Once the editor has loaded, right click in the Content Browser window and select “Create new C++ Class”.
- Name the file anything you like and click the “Create New Class” Button. (Note: This is just a dummy file that will not be used)
Once the project compiles, an .sln file will appear in your project folder.
3) Copy over files
Navigate to the file path where you saved the HoloPlay SDK and copy these three folders:
Next, navigate to the folder where you saved your new UE4 project. Inside the folder, right click and create a new folder named “Plugins”.
Navigate into the “Plugins” folder and paste the three folders copied from above.
If this is a C++ project, go back to the project folder and right click your .uproject file and select “Generate New Visual Studio Solution”.
Once that has finished, double click your .uproject file to launch the engine and run your project.
4) Show Plugin Content
To see the needed content contained in the plugin you have to first Show Plugin Content.
You can do this by clicking on the “View Options” in the bottom left of the content browser and check the Show Plugin Content box.