Unreal Engine 4 (UE4) plugin to control accessory lighting (Alienware AlienFX)
See the LICENSE file for license for all files, except for files in the ThirdParty directory which are covered by other licenses:
- Alienwave AlienFX SDK covered by license at http://www.alienware.com/landings/alienfx/
- Add the plugin to your project (by putting it into a Blinken directory inside your project's Plugins directory)
- Enable the plugin in your project inside of UE4Editor
- Use the Blueprint functions to control accessory lighting
- void UBlinkenBPLibrary::Enable(bool value)
- Enable or disable Blinken lighting. Defaults to enabled.
- bool UBlinkenBPLibrary::IsEnabled()
- Returns if Blinken effects enabled or disabled
- void UBlinkenBPLibrary::SetGlobalColor(FColor color)
- Sets all accessory lighting to FColor color (RGB) and assigns the color as the global color
- void UBlinkenBPLibrary::FlashColor(FColor color, float duration)
- Flashes FColor color on all accessory lighting for duration seconds, and returns to the global color set via SetGlobalColor() afterward
- Set colors on individual devices independently
- Set individual key lighting on devices which support it, perhaps with layers where removing layer X lighting will return the keys to the previous layer's colors
- Allow access to vendor SDK specific features - perhaps via interfaces obtainable that map directly to each SDK