UE plugin shell wrapping og-simulation.
This repo contains only the Unreal Engine integration layer (.uplugin, Build.cs, a GLM module stub). The pure C++ simulation source lives in extern/og-simulation/ via submodule. No source is duplicated — UBT compiles it from the extern path via ConditionalAddModuleDirectory.
og-simulation (pure source submoduled at extern/og-simulation/)
↓ wrapped by
og-simulation-ue (this repo — UE plugin shell)
↓ consumed as Plugins/OGSimulation/ by
og-brawler-unreal
| Repo | Role |
|---|---|
| og-simulation | Pure C++ source submoduled here |
| og-brawler-unreal | UE project that consumes this plugin |
| og-brawler-ue | Sibling plugin shell for the brawler layer |
This plugin is consumed by og-brawler-unreal as a submodule at Plugins/OGSimulation/. For the full project setup see that repo.
To use this plugin in your own UE project:
git submodule add https://github.com/og-framework/og-simulation-ue.git Plugins/OGSimulation
git submodule update --init --recursive Plugins/OGSimulationThen open your .uproject — UBT will discover OGSimulation.uplugin and compile the plugin.
The plugin exposes two UE modules:
OGSimulation— the deterministic simulation core (source fromextern/og-simulation/OGSimulation/)glm— the vendored GLM math library (header-only, fromextern/og-simulation/Source/glm/)
OGSimulation.uplugin Plugin descriptor
Source/OGSimulation/ UE module stub + Build.cs
Source/glm/ UE module stub for GLM (header-only)
extern/og-simulation/ Submodule — pure simulation source
See og-brawler-unreal/docs/cross-repo-dev-loop.md for the multi-repo development workflow.
MPL-2.0. Inbound = outbound.
See CONTRIBUTING.md for the decision tree on where to make your change.