Unreal Engine 4 (UE4) plugin to control accessory lighting (Razer Chroma, Alienware AlienFX, Logitech G)
See the LICENSE file for license for all files, except for files in the ThirdParty directory which are covered by other licenses:
- Razer Chroma SDK covered by license at http://developer.razerzone.com/chroma/
- Alienwave AlienFX SDK covered by license at http://www.alienware.com/landings/alienfx/
- Logitech G LED Illumunation SDK covered by license at http://gaming.logitech.com/en-us/developers
- 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
- Add support for more hardware via more SDKs. Examples:
- Roccat TalkFX (tho it seems to also support AlienFX): http://www.roccat.org/en-US/Products/Gaming-Software/Talk-FX/
- Corsair CUE: http://www.corsair.com/en-us/support/downloads