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.
- Multi-viewports support: Pull ImGui windows out of the application's frame (read more)
- Docking support: Combine and tear apart ImGui windows to create advanced layouts (read more)
- Editor support: Draw ImGui windows in Unreal Editor outside of game sessions
- Play-in-Editor (PIE) support: Each PIE game session has it's own ImGui context
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Clone this repository into your project's
Plugins
directory -
Add
ImGui
as a public or private dependency to your module'sBuild.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 { 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.