Platform Specific Requirements
Last updated
Last updated
Android
When packaging for Android platform, ensure "Full Rebuild" is enabled in project settings.
Windows After packaging for windows ensure the "BleWinDLL.dll" file from the plugins "Binaries/Win64" directory is shipping with your project by copying it into your packaged projects binaries.
iOS Manually add framework to XCode Project First download the iUnityCoreBluetooth.framework.zip once provided and extract it.
Under "General" tab find the "Frameworks, Libraries, and Embedded Content" section
Click the "+" Icon to be greeted with this section.
When debugging via XCode, while you have your project Target Selected under the "Signing & Capabilities" tab you will also need to ensure under the "App Sandbox" section to check "Bluetooth" to give the Xcode Debugger access to the Bluetooth hardware otherwise you will get the Bluetooth state coming back as "Unsupported".
Click on "Add Other..." -> "Add Files" Once the Finder window opens, browse to wherever you extracted the "UnityCoreBluetooth.framework" and select the folder itself to add the entire framework. Although it says "Unity" the BLE code is generic to also provide the BLE functions for Unreal as well. That will ensure that all the required BLE code for proper plugin functioning will be added for iOS You will also need to add the "Privacy - Bluetooth Peripheral usage Description" and "Privacy - Bluetooth Always Usage Description" in the info tab aka "Info.plist" of your project to ensure BLE permissions is allowed and expected for your project/app. See Figure 1 below. Mac Editor Be sure the first time you launch the unreal editor on Mac with the plugin enabled , to allow Bluetooth for the Unreal Editor. A pop up asking to allow typically is shown, ignoring or refusing will lead to bluetooth issues down the road. You can manually adjust this setting in the OS Bluetooth Settings to enable/disable per app. On Mac it is recommended to turn you project into a C++ project so that the mac build can package the plugin with it. You don't have to actually code in C++, including just one dummy/empty C++ file will turn your project into a C++ project and include the mac binaries of the plugin when packaging. You will also need to add the "Privacy - Bluetooth Peripheral usage Description" and "Privacy - Bluetooth Always Usage Description" in the info tab aka "Info.plist" of your project to ensure BLE permissions is allowed and expected for your project/app.