Supercharge your Unreal Engine development with Dear ImGui. This plugin is designed to be as frictionless and easy to use as possible while seamlessly integrating all of ImGui's features into UE's ecosystem.
Clone this repository into your project's Plugins
directory
Add ImGui
as a public or private dependency to your module's Build.cs
file:
PublicDependencyModuleNames.Add("ImGui");
Include imgui.h
and prior to using any ImGui functions create a local scoped context:
#pragma once
#include <GameFramework/Actor.h>
#include <imgui.h>
#include "ImGuiActor.generated.h"
UCLASS()
class AImGuiActor : public AActor
{
GENERATED_BODY()
public:
AImGuiActor()
{
PrimaryActorTick.bCanEverTick = true;
}
virtual void Tick(float DeltaTime) override
{
Super::Tick(DeltaTime);
const ImGui::FScopedContext ScopedContext;
if (ScopedContext)
{
// Your ImGui code goes here!
ImGui::ShowDemoWindow();
}
}
};
This "scoped context" mechanism will push the appropriate ImGui context and pop it once it's gone out of scope. It's
advised to check the ScopedContext
like the example above to ensure that it's safe to draw.
A prebuilt binary of the NetImGui Server application is included in
Source/ThirdParty/NetImGuiServer
. This application allows connecting to ImGui sessions either locally or on a remote
device (e.g. dedicated server, console, mobile device).
There are two command-line arguments allowing you to automatically connect to a NetImGui Server:
-ImGuiHost=Host
will attempt to automatically connect to a NetImGui Server on the specified host using
the default port (8888) though this can be overridden using -ImGuiPort=Port
; note that the host must already be
running the NetImGui Server application otherwise this will be unsuccessful.-ImGuiPort=Port
will attempt to automatically listen for a NetImGui Server connection. This is often
the more convenient approach as you can then connect using NetImGui Server at any point in your session.Alternatively you can drive this in code using FImGuiContext::Connect
and FImGuiContext::Listen
respectively:
const ImGui::FScopedContext ScopedContext;
if (ScopedContext.IsValid())
{
ScopedContext->Listen(8888);
}
You can utilise this plugin in Unreal programs and Slate applications, though for releases prior to UE 5.4 the latter will require integrating this PR.
You can either initialise an ImGui context manually using FImGuiContext::Create
and use the remote drawing
functionality outlined in the section above, or attach ImGui to a Slate application using
FImGuiModule::CreateWindowContext
.
Either way you will likely need to manually call FImGuiContext::BeginFrame
and FImGuiContext::EndFrame
at
appropriate points in your application's main loop, as they usually rely on delegates fired from FEngineLoop::Tick
which is often not executed in standalone programs for obvious reasons.